Li Feifei's Latest Article: When Video Generation, Robotics, and NVIDIA All Claim to Have 'World Models,' We Need a Taxonomy

链捕手Published on 2026-07-05Last updated on 2026-07-05

Abstract

"World Model" has become a widely used yet ambiguous term in AI. Drawing from the classic POMDP framework (agent → action → state → observation), this article proposes a functional taxonomy to clarify the concept. It identifies three distinct types, categorized by their output in the perception-action loop: 1. **Renderers**: Output visual observations (pixels). These models, like advanced video generators, prioritize visual fidelity but often lack underlying physical accuracy. 2. **Simulators**: Output the state of the world (geometry, physics, dynamics). They provide a structurally accurate representation for professionals (e.g., architects) and serve as training environments for robots and AI agents. 3. **Planners**: Output actions. Given an observation and a goal, they determine what an agent should do next, closing the perception-action loop (e.g., vision-language-action models). While renderers are currently the most commercially mature and planners are the most aspirational, the article argues that **simulators are the crucial, underappreciated hub**. By working at the level of geometry and physics, a simulator can project upwards to create visuals for humans and downwards to predict action consequences for agents. The future lies in the convergence of these three functions. Emerging research and products, like World Labs' Marble model which outputs both visual splats and physical collision meshes, are beginning to blur these boundaries. The logical endpoint is a ...

Author: Li Feifei

Translation: Jiayang

'World model' is probably the hottest and most confusing concept in the AI field since 2025. When Sora emerged, OpenAI called it a world simulator; Genie lets you walk around in generated scenes and is also called a world model; robotics companies say they're working on world models; NVIDIA says Omniverse is the infrastructure for world models; even game engines have been pulled into this narrative. Everyone is using the same term, but they're talking about completely different things.

Today, Li Feifei published a new article on her personal Substack to clarify this concept. She first returns to the most classic diagram in reinforcement learning textbooks (the POMDP closed loop: agent → action → state → observation → agent), then points out that what are now called 'world models' are actually three different projections of this closed loop. Those outputting pixels (observations) are renderers, those outputting states are simulators, and those outputting actions are planners. The classification criteria are very simple: it depends on which part of the loop you output.

(Source: MIT Technology Review)

She assesses that among the three, renderers are the most commercially mature but have a ceiling (looking good does not equal physical correctness); planners are the most exciting but furthest from real-world deployment (the chasm between lab demos and practical usability remains vast); and simulators are the severely underestimated critical hub. Because simulators operate at the level of geometry, physics, and dynamics, they can project upwards into pixels for human consumption and also derive action consequences downwards for robot use. Mastering simulation simultaneously provides the foundation for rendering and planning; the reverse is not true.

This article is, of course, also a product manifesto for World Labs. Their Marble already outputs both Gaussian splats and collision meshes, attempting to unify renderer and simulator into a single model. The ultimate vision described at the end of the article is a unified world foundation model that can freely switch between rendering, simulation, and planning based on downstream needs. Whether this vision can be realized is another matter, but as an analytical framework, the tripartite classification of renderer/simulator/planner may indeed help cut through some of the noise surrounding the current 'world model' concept.

The full translation follows.

"The world is all that is the case." — Ludwig Wittgenstein, Tractatus Logico-Philosophicus, 1921

The world is not made of words.

In an earlier article, we proposed that spatial intelligence is the next frontier for AI, and world models are the path toward it. Here, the World Labs team and I want to delve one level deeper: among the many things currently labeled as "world models," which functional modules truly constitute this capability, and what are their respective purposes?

Language models have endowed machines with powerful mastery over concepts, vocabulary, and reasoning. But the physical world, whether virtual or real, operates on a completely different substrate. Language models learn the statistical structure of text; world models learn the statistical structure of space and time: how light falls on a surface, what a garden looks like from an angle never captured by a camera, how objects respond to forces and follow physical laws.

This makes "world model" one of the most important and simultaneously most abused terms in today's AI field. Computer vision, robotics, reinforcement learning, and generative AI all claim to be building world models, but each refers to something drastically different. A video model that generates gorgeous but physically impossible flames, a language model that improvises playable games, a physics engine that faithfully simulates a combustion process—they are all called by the same name.

The ancient Greeks could never agree on what the world was made of—be it fire, water, or indivisible atoms—because "the world" has never been a single thing. It has always been a substitute term used by a thinker to reason about a certain totality. AI inherits the same problem, and it happens precisely at the moment when the field needs precision the most.

The Loop Behind the Taxonomy

To clear up this confusion, we can start with a diagram older than all the technologies mentioned above. All reinforcement learning textbooks, including the classic by Sutton and Barto, have used variations of the same diagram for decades to describe how an agent interacts with the world. Its formal name is the Partially Observable Markov Decision Process (POMDP), and the term "world model" was originally defined within this tradition.

An agent (which can be a human, a robot, or a software system) takes an action. These actions change the state of the world. But the agent can never directly see the state itself; what it receives are observations: photons hitting the retina, sensor readings, pixels in a video frame. New observations guide new actions, and the cycle repeats.

The word "state" needs to be unpacked because its meaning shifts across different domains. This is not the chemist's state, not the distinction between solid, liquid, and gas. This is the physicist's and roboticist's state: a complete description of everything happening in the world at a given moment, including every object, every position, every velocity, every property. The state is the underlying reality of the world, in principle complete, but forever unobservable directly by any agent within it. Observations are the agent's partial view of this reality. Actions are the agent's response accordingly.

This closed loop (agent → action → state → observation → agent) is precisely the structure that gives the term "world model" its technical meaning. The phrase itself is even older, traceable to Kenneth Craik's 1943 proposal that the mind reasons by running "small-scale models" of reality, and by the late 1980s and early 1990s, the concept was introduced into neural networks. This loop also explains what people mean when they use the term today. The various things now called world models are actually different projections of the same closed loop, each outputting a different component of the loop.

Three Functions of World Models

The first type of world model is the Renderer. A renderer outputs observations, specifically pixels for the human eye, and the most important quality metric is visual fidelity. A video model that transforms text prompts into cinematic aerial shots is a renderer; interactive systems like Google's Genie 3 or World Labs' own RTFM are also renderers, generating visuals in real-time based on user input. Such models lack an explicit understanding of 3D structure. They generate what a viewer would see, not what things are like in themselves. The building in an aerial shot might look flawless from above, but try navigating the city below, and they will collapse.

The second type is the Simulator. A simulator outputs states: a geometrically, physically, or kinematically faithful representation of the world upon which both humans and computer programs can compute and interact. The renderer's contract is purely visual, while the simulator's contract is structural, demanding geometry that holds up under scrutiny, physics that obey Newton's laws, and dynamics that behave as expected by physical principles. Simulators serve two classes of users. Professionals like architects, designers, filmmakers, and game developers require accuracy beyond visual plausibility. Computer programs like reinforcement learning agents, robot controllers, and autonomous vehicles treat the simulator as a training ground to interact with the world at scale, testing scenarios that are either dangerous, expensive, or simply impossible to execute in reality.

The third type is the Planner. A planner outputs actions. Given an observation and a goal, the planner answers the question: what should the agent do next? In many ways, the planner is the inverse of the renderer. The renderer takes actions as input and produces observations; the planner takes observations as input and produces actions, thereby closing the perception-action loop. Vision-Language-Action models (VLA), model-based systems, and the new wave of World Action Models are all different attempts at planners: enabling systems to decide what a robot should do in an unstructured world.

These three categories cover most of the work currently being implemented, and the distinction is useful in practice. But these categories are not fundamentally separate. They share the same underlying knowledge about how the world works: geometry, physics, dynamics. A model that can render a cup from any angle should, in principle, also be able to simulate what happens if the cup is pushed and plan a hand to pick it up. Increasingly, the most interesting research is deliberately blurring the boundaries between these three.

Illustration | Three Types of World Models (Source: Substack)

Why Simulation Is the Key Hub

Among the three categories, simulators receive the least public attention yet are the most important of the three. This article seeks to correct that asymmetry.

Renderers are currently the most commercially mature. Numerous image or text-to-video products are rapidly expanding in consumer and enterprise markets. Google's Nano Banana model has brought renderer-level image generation capabilities to potentially hundreds of millions of users. The technology is real, and the market is real. However, renderers optimize for visual plausibility rather than physical accuracy, and this ceiling is important. Their outputs are beautiful, but you cannot use them to design a building or train a robot.

Planners are the most exciting and least mature, closely tied to the rapidly evolving field of robot learning. The past two years have produced many robot demos that look impressive in videos, but we need to be honest about what these demos actually show. Almost all demos are confined to highly constrained lab environments with limited objects and short task durations. None have been validated against the complexity, diversity, and duration required for real-world deployment. The gap from a stunning demo video to a robot that works reliably in a kitchen, warehouse, or operating room remains vast.

Nevertheless, the scale of commercial bets is substantial. A wave of well-funded new entrants is racing to launch general-purpose planning systems, while large infrastructure players are layering planning capabilities atop broader simulation stacks.

Simulation is the bridge connecting the two. If language is an abstraction of the world and pixels are a projection of the world, then geometry, physics, and dynamics are the world itself. A simulator must operate at this level: it is the structural skeleton from which visual appearances (for renderers) and action consequences (for planners) can both be derived.

A model that masters simulation can project its understanding into pixels for human consumption and into action predictions for embodied agents. A model that masters only rendering or only planning can do neither. The commercial space here is immense. NVIDIA's Omniverse alone, according to the company's estimate, targets a market opportunity exceeding a trillion dollars, covering factories, warehouses, supply chains, and digital twins. Robot training, autonomous vehicle testing, architectural visualization, engineering design, drug discovery—all rely on some form of simulation.

The most difficult open questions in the field are also concentrated here. 3D data with explicit geometry, material properties, and physical annotations is orders of magnitude scarcer than internet videos used for renderer training. The sim-to-real gap (the difference between how objects behave in simulation versus the real world) persists. Generative simulators introduce new risks on top of this: AI-generated geometry might look correct but actually contain self-intersections or incorrect scales, leading to absurd results in physics simulation. The computational cost of large-scale multi-physics simulation (rigid bodies, deformable objects, fluids, cloth all interacting simultaneously) remains orders of magnitude higher than simulation in a single domain.

At World Labs, Marble is our first step in this direction. It takes multimodal input (text, image, video, or spatial sketches) and generates explorable 3D environments, simultaneously outputting Gaussian splats for visual exploration and collision meshes for physics engines. But Marble is only the first chapter of a long arc. As the boundaries between rendering, simulation, and planning begin to dissolve, the entire field is writing this story.

The Boundaries Are Blurring, and What Comes Next

The most important trend in the field right now is that the three categories are beginning to merge. The underlying consensus is that the knowledge required to render a world, simulate it, and act within it is largely the same. Continuing with the previous example, a model that truly understands how a cup sits on a table (its geometry, material properties, response to forces, etc.) should be able to render that cup from any angle, simulate what happens if the cup is pushed, and plan a hand to pick it up. The three categories are three projections of the same underlying understanding.

For instance, a small but growing body of work from various robotics labs has recently shown the possibility, at least conceptually, that a pre-trained video renderer can serve as the backbone for joint world prediction and action prediction, allowing a single model to simultaneously imagine "what will happen" and "what to do," thus bridging renderers and planners. World Labs' Marble can already output both Gaussian splats and collision meshes from a single model, dissolving the boundary between renderer and simulator. At every level, the move is from passive output to interactive systems: renderers become responsive to action conditioning, simulators generate worlds that are more controllable and editable, and planners begin deliberative reasoning rather than merely reacting.

The logical endpoint is a unified world model: a foundation model capable of rendering photorealistic views, generating physically accurate structures, planning action sequences, and switching between different output modalities based on the needs of downstream users. We will still face a series of formidable challenges. The data landscape is extremely uneven, with renderers sitting on vast amounts of internet video, while simulators and planners face severe shortages of 3D assets and robot demonstration data. Optimization for visual beauty may come at the expense of precision needed for robotics or high-fidelity simulation. Reconciling these tensions within a single architecture is the central open problem in world model research today, and what World Labs is committed to solving as Marble continues to evolve.

(Source: Substack)

But the overall direction is clear. From the late 1980s to today, the field's bet has always been the same: that if the world model is rich enough, everything an agent needs to see the world, build it, and act within it is contained therein. This bet is now driving a generation of research. And what truly gives it weight is the already-occurring convergence: the three threads of rendering, simulation, and planning, each already supporting industries worth billions, started as independent research directions and are now beginning to merge. When the boundaries disappear, the confluence of the three will redefine something larger: the relationship between machine intelligence and the physical world it inhabits, which is the long-term trajectory of spatial intelligence.

Language has given machines a way to talk about the world. World models are the path by which machines finally come to understand, imagine, reason, and interact with it.

Reference: 1.https://drfeifei.substack.com/p/a-functional-taxonomy-of-world-models

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Related Questions

QAccording to Fei-Fei Li's article, what are the three main functional categories of 'world models' in AI, and what do they primarily output?

AAccording to Fei-Fei Li, the three functional categories are: 1. Renderers, which output observations (e.g., pixels for human consumption). 2. Simulators, which output the world's state (a geometrically, physically accurate representation). 3. Planners, which output actions (deciding what an agent should do next).

QWhy does the article argue that the simulator is the 'key hub' among the three categories of world models?

AThe article argues the simulator is the key hub because it works at the foundational level of geometry, physics, and dynamics—the 'skeleton' of the world. From an accurate simulation, one can derive visual outputs for renderers and action consequences for planners, but a model that only knows rendering or planning cannot achieve the other.

QWhat is the POMDP loop, and how does it provide the framework for defining the different types of world models?

AThe POMDP (Partially Observable Markov Decision Process) loop describes an agent taking an action, which changes the world's state. The agent then receives an observation (a partial view of the state), which informs its next action. World models are different projections of this loop: renderers output observations, simulators output states, and planners output actions.

QWhat is the main limitation of current renderer-type world models, despite their commercial maturity?

AThe main limitation is that they optimize for visual fidelity, not physical accuracy. Their output can look beautiful but may not be physically correct, making them unsuitable for tasks like architectural design or training robots, which require structural and physical correctness.

QWhat is the 'logical end point' or ultimate vision for world models described in the article, and what is a key challenge in achieving it?

AThe ultimate vision is a unified world foundation model capable of rendering photorealistic views, generating physically accurate structures, and planning action sequences, switching between these outputs based on downstream needs. A key challenge is the extremely uneven data landscape, with abundant internet video for renderers but severe scarcity of high-quality 3D and robotics demonstration data for simulators and planners.

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While the concept of Agent S is fundamentally innovative, specific information about its creator remains elusive. The creator is currently unknown, which highlights either the nascent stage of the project or the strategic choice to keep founding members under wraps. Regardless of anonymity, the focus remains on the framework's capabilities and potential. Who are the Investors of Agent S? As Agent S is relatively new in the cryptographic ecosystem, detailed information regarding its investors and financial backers is not explicitly documented. The lack of publicly available insights into the investment foundations or organisations supporting the project raises questions about its funding structure and development roadmap. Understanding the backing is crucial for gauging the project's sustainability and potential market impact. How Does Agent S Work? At the core of Agent S lies cutting-edge technology that enables it to function effectively in diverse settings. Its operational model is built around several key features: Human-like Computer Interaction: The framework offers advanced AI planning, striving to make interactions with computers more intuitive. By mimicking human behaviour in tasks execution, it promises to elevate user experiences. Narrative Memory: Employed to leverage high-level experiences, Agent S utilises narrative memory to keep track of task histories, thereby enhancing its decision-making processes. Episodic Memory: This feature provides users with step-by-step guidance, allowing the framework to offer contextual support as tasks unfold. Support for OpenACI: With the ability to run locally, Agent S allows users to maintain control over their interactions and workflows, aligning with the decentralised ethos of Web3. Easy Integration with External APIs: Its versatility and compatibility with various AI platforms ensure that Agent S can fit seamlessly into existing technological ecosystems, making it an appealing choice for developers and organisations. These functionalities collectively contribute to Agent S's unique position within the crypto space, as it automates complex, multi-step tasks with minimal human intervention. As the project evolves, its potential applications in Web3 could redefine how digital interactions unfold. Timeline of Agent S The development and milestones of Agent S can be encapsulated in a timeline that highlights its significant events: September 27, 2024: The concept of Agent S was launched in a comprehensive research paper titled “An Open Agentic Framework that Uses Computers Like a Human,” showcasing the groundwork for the project. October 10, 2024: The research paper was made publicly available on arXiv, offering an in-depth exploration of the framework and its performance evaluation based on the OSWorld benchmark. October 12, 2024: A video presentation was released, providing a visual insight into the capabilities and features of Agent S, further engaging potential users and investors. These markers in the timeline not only illustrate the progress of Agent S but also indicate its commitment to transparency and community engagement. Key Points About Agent S As the Agent S framework continues to evolve, several key attributes stand out, underscoring its innovative nature and potential: Innovative Framework: Designed to provide an intuitive use of computers akin to human interaction, Agent S brings a novel approach to task automation. Autonomous Interaction: The ability to interact autonomously with computers through GUI signifies a leap towards more intelligent and efficient computing solutions. Complex Task Automation: With its robust methodology, it can automate complex, multi-step tasks, making processes faster and less error-prone. Continuous Improvement: The learning mechanisms enable Agent S to improve from past experiences, continually enhancing its performance and efficacy. Versatility: Its adaptability across different operating environments like OSWorld and WindowsAgentArena ensures that it can serve a broad range of applications. As Agent S positions itself in the Web3 and crypto landscape, its potential to enhance interaction capabilities and automate processes signifies a significant advancement in AI technologies. Through its innovative framework, Agent S exemplifies the future of digital interactions, promising a more seamless and efficient experience for users across various industries. Conclusion Agent S represents a bold leap forward in the marriage of AI and Web3, with the capacity to redefine how we interact with technology. While still in its early stages, the possibilities for its application are vast and compelling. Through its comprehensive framework addressing critical challenges, Agent S aims to bring autonomous interactions to the forefront of the digital experience. As we move deeper into the realms of cryptocurrency and decentralisation, projects like Agent S will undoubtedly play a crucial role in shaping the future of technology and human-computer collaboration.

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What is AGENT S

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