A Functional Taxonomy of World Models – Fei Fei Li

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A Functional Taxonomy of World Models - Dr. Fei-Fei Li

Dr. Fei-Fei Li

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A Functional Taxonomy of World Models<br>Renderers, Simulators, Planners, and the Loop That Connects Them

Fei-Fei Li<br>Jun 03, 2026

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“The world is everything that is the case.”<br>— Ludwig Wittgenstein, Tractatus Logico-Philosophicus, 1921

The world is not made of words.<br>In an earlier essay, we argued that spatial intelligence is AI’s next frontier and that world models are the path to it. Here, the World Labs team and I want to go one level deeper: of the many things now being built and called ‘world models,’ which functional pieces actually compose that capacity — and what is each one for?

Language models have given machines an extraordinary command of concepts, vocabulary, and reasoning, but the physical world, virtual or real, runs on a different substrate. Where language models learn the statistical structure of text, world models learn the statistical structure of space and time: how light falls on a surface, how a garden looks from an angle no camera has captured, how objects respond to force and follow the laws of physics.<br>That makes “world model” one of the most important and most overloaded terms in AI today. Computer vision, robotics, reinforcement learning, and generative AI each claim to be building world models, and each means something quite different. A video model that produces gorgeous but physically impossible flames, a language model improvising a playable game, and a physics engine that faithfully simulates combustion all go by the same name.<br>The ancient Greeks could never agree on what the world was made of, whether fire, water, or indivisible atoms, because “world” was never a single thing. It was always a stand-in for whatever totality a given thinker needed to reason about. AI has inherited the same problem, at exactly the moment when the field needs precision.

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The loop beneath the taxonomy

Cutting through that confusion starts with a diagram older than any of the technology in question. Reinforcement learning textbooks, including the canonical Sutton and Barto, have used a version of the same picture for decades to describe how an agent interacts with a world. The formal name for this picture is the partially observable Markov decision process, or POMDP, and the original definition of the term “world model” belongs to that tradition.<br>An agent, which can be a person, a robot, or a software system, takes actions. Those actions affect the state of the world. The agent never sees the state directly. What reaches the agent are observations: the photons that fall on a retina, the readings from a sensor, and the pixels in a video frame. New observations inform new actions, and the loop continues.<br>The word “state” needs unpacking, because the meaning shifts from field to field. This is not the chemist’s state, the difference between solid, liquid, and gas. This is the physicist’s and roboticist’s state: a complete description of what is happening in the world at a given moment, including every object, every position, every velocity, every property. State is the underlying reality of the world; complete in principle, but never directly visible to any agent inside it. Observations are an agent’s partial view of that reality. Actions are what the agent does in response.<br>This loop — agent to action to state to observation and back — is the structure that gave the modern term “world model” its technical meaning. The phrase itself is older, traced to Kenneth Craik’s 1943 proposal that minds reason by running “small-scale models” of reality, and carried into neural networks by the late 1980s and early 1990s. And the loop also explains what people mean by the term today. The different things now being called world models are in fact different projections of this same loop. Each one outputs a different piece of it.<br>Three functions of a world model

The first kind of world model is a renderer. A renderer outputs observations in the form of pixels meant for human eyes, and the quality that matters most is visual fidelity. A video model that turns a text prompt into a cinematic drone shot is a renderer. So is an interactive system like Google’s Genie 3 , or World Labs’ own RTFM , where the model generates frames in real time conditioned on user input. The model carries no explicit understanding of three-dimensional structure. It produces what a viewer would see, not what is. The buildings in the drone shot may look flawless from above, but try to drive through the city below and they fall apart.<br>The second kind is a simulator. A simulator outputs state: a geometrically, physically or dynamically faithful representation of the world that humans and computer programs can both compute on and interact with. Where the renderer’s contract is purely visual, the simulator’s contract is structural, demanding geometry that holds up under inspection, physics that respects Newton’s laws, and dynamics...

world models model agent state loop

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