LiveAct Towards Real-Time Multi-Agent World Models with Heterogeneous Action Interfaces

One frame in, one action stream per agent, and LiveAct renders the shared future in which every stream moves its own agent. The streams can be game buttons or robot joint commands. A single model covers four games and two robot sources, and its causal version streams at 17.70 FPS.

Street Fighter II· 81 frames · 16 fps⇆ Drag to compare
Ground truthLiveAct
Per-agent action streams
17.70FPS

Streaming at 512×448 on one GPU, four denoising steps per chunk.

0.898 / 0.942

Agent-attribution accuracy on games / robots, with no agent locations, masks, or identity crops.

338.5FVD

On games, vs. 563.6 for the strongest baseline. On robots: 270.2 vs. 402.9.

119.54hours

17,951 multi-agent trajectories from four games and two robot sources.

01Rollouts

Every stream moves its own agent

Each rollout starts from a single held-out frame and receives one action stream per agent. Drag the divider to compare LiveAct with the recorded ground truth; the timeline underneath plays the actions each agent received.

Micro Machines· binary controls⇆ Drag to compare
Ground truthLiveAct

Micro Machines

Shared-track racing · Sega Genesis
Streams
one per car
Action type
binary, 60 fps recordings
Controls
steer leftsteer rightacceleratebrake or reverse
Trajectories
2,150 · 17.92 h

Slot 10 means punch in the fighting games but accelerate here. The schema description tells the model which meaning applies.

More agents, same interface

Each additional agent adds one agent description and one action stream; the architecture does not change. Top: ground truth; bottom: LiveAct.

Micro Machines · boat race

one binary stream per boat

Mega Bomberman · full arena

one binary stream per player

RoboFactory · multi-arm stacking

one continuous stream per arm

More generations

LiveAct rollouts on further held-out clips from all six sources.

02The problem

Two things an action tensor does not say

Stacking the agents' actions into one tensor keeps every number but loses two correspondences a shared video model needs: which visible agent a stream belongs to, and what each control dimension means in the current task.

challenge 1 · who responds

Cross-agent misattribution

The stream index separates agent 1's actions from agent 2's, but gives no visual evidence of which fighter is agent 1. One stream's punch can land on the wrong fighter or spread over both.

Index-only binding
LiveAct · agent gate
challenge 2 · what is executed

Control-semantics collapse

Slot 7 is move right for a fighter, steer right for a car, and a continuous gripper command for a robot. A raw vector keeps the value but not the meaning; free text keeps the meaning but not the value.

One slot, three meanings
LiveAct · schema token
03Method

A Heterogeneous Action Interface

LiveAct builds on Wan2.2-TI2V-5B. The HAI sits in each of the 30 transformer blocks, after text cross-attention and before the feed-forward layer. It splits action conditioning in two: the query side decides who responds, and the key–value side encodes what each control means and how much it is applied.

Overview of LiveAct: foundational ability acquisition with the Heterogeneous Action Interface, teacher forcing for AR tuning, and DMD for streaming video.
Overview. (a) Foundational Ability Acquisition trains a bidirectional teacher with the HAI, which integrates Agent-Aware Spatial Modulation and Schema-Guided Action Adaptation. (b) Teacher Forcing for AR Tuning transfers the same HAI to causal attention. (c) DMD for Streaming Video distills few-step streaming rollouts.
① who responds

Agent-Aware Spatial Modulation

Each stream comes with a short agent description, such as “left-side player character Balrog”. The frozen umT5 encoder turns it into an identity vector, and a learned gate computed from every visual token decides where that identity is added.

The gate is soft and learned: no masks, boxes, or reference crops, in training or at inference.

λ = σ(AgentGate([x, qi, x⊙qi]))
x(i) = x + λ · AgentDelta(qi)
② what & how much

Schema-Guided Action Adaptation

Every control slot has a language description, such as “move upward on the Bomberman grid”. Its text embedding says what the control means; the value at each frame scales and shifts that embedding.

One token per slot per frame, so visual queries can attend to individual controls.

(γ, β) = MLP(aτ,j)
hτ,j = uj ⊙ (1 + γ) + β
③ bind & merge

Per-agent cross-attention

Agent i's modulated visual tokens query its own action tokens from the matching time interval. The residuals of all agents are summed into one shared visual state, keeping the agents consistent with each other and the scene.

Output projections start at zero, so training begins from the pretrained backbone.

X̂k = Xk + Σi CrossAttn(Xk(i), Hk(i))

One 12-slot vector, six meanings

All sources share a 12-slot control vector per agent. The same slot changes meaning across sources, which is why every slot carries its own schema description. Hover a cell for the exact text.

0
1
2
3
4
5
6
7
8
9
10
11
Street Fighter II
m.kick
kick
·
·
up
down
left
right
h.kick
m.punch
punch
h.punch
Fatal Fury 2
s.kick
kick
·
·
up
down
left
right
plane
s.punch
punch
line
Micro Machines
·
·
·
·
·
·
steer L
steer R
·
·
accel
brake
Mega Bomberman
roo
·
·
·
up
down
left
right
bomb
·
·
·
RoboTwin
j0
j1
j2
j3
j4
j5
j6
grip
·
·
·
·
RoboFactory
j0
j1
j2
j3
j4
j5
j6
grip
·
·
·
·
attackmovementdrivingbombjoint target (continuous)gripper (continuous)unused padding

From a bidirectional teacher to real-time streaming

The full interface stays in place while the generator is converted to blockwise causal attention and then distilled on its own rollouts. Each latent keeps reading the controls of its own time interval as the KV cache advances.

stage 1

Foundational Ability Acquisition

  • Bidirectional teacher, full-video context
  • 10k steps
  • 50 denoising steps, CFG 5.0
2.77FPS · not streaming
stage 2

Teacher Forcing for AR Tuning

  • Blockwise causal attention over 4-latent chunks
  • Each chunk denoised from clean preceding chunks; 6k steps
  • 50 denoising steps, CFG 5.0
1.66FPS · streaming
stage 3

DMD for Streaming Video

  • Distribution matching on the model's own rollouts
  • Frozen teacher as the real score; 700 iterations
  • 4 denoising steps per chunk, no CFG
17.70FPS · streaming

Throughput measured at 512×448 on a single GPU.

04Results

Right action, right agent

All methods run on the same 108 held-out clips (78 game, 30 robot). Act-F1 and NRMSE come from frozen inverse-dynamics models trained only on real clips. Attr-Acc is a swap test: a frame counts as correct when the recovered controls match the commands better in the commanded agent order than with the two agents exchanged, so chance is 0.5.

Agent attribution

Attr-Acc ↑ · swap test, chance = 0.5
GamesRobots
LingBot-World 2.0
0.553
0.665
MultiWorld (1-view)
0.548
0.357
Incantation
0.534
0.459
ActionParty
0.547
0.504
WanToFight-style
0.552
0.886
LiveAct
0.898
0.942

Game action following

Act-F1 ↑ over discrete button events
LingBot-World 2.0
0.146
MultiWorld (1-view)
0.163
Incantation
0.162
ActionParty
0.086
WanToFight-style
0.241
LiveAct
0.594

Robot command error

NRMSE ↓ on continuous joint and gripper commands
LingBot-World 2.0
1.106
MultiWorld (1-view)
1.099
Incantation
1.119
ActionParty
1.142
WanToFight-style
0.758
LiveAct
0.558
Full comparison table · reconstruction, control, and diagnostics
ReconstructionControlDiagnostics
MethodFVD ↓LPIPS ↓PSNR ↑SSIM ↑Act-F1 ↑ / NRMSE ↓Attr-Acc ↑MME ↓Aesthetic ↑
Multi-agent video games
LingBot-World 2.01256.60.32213.250.4900.1460.5530.575.093
MultiWorld (1-view)a2661.40.71910.400.1250.1630.5482.674.059
Incantation1989.50.59310.450.2260.1620.5348.774.539
ActionParty1672.50.27214.560.4670.0860.5470.474.974
WanToFight-styleb563.60.13617.670.6710.2410.5520.235.192
LiveAct (ours)338.50.08620.170.7430.5940.8980.155.207
Multi-robot manipulation
LingBot-World 2.02732.50.6037.130.4641.1060.6654.203.570
MultiWorld (1-view)a1748.90.27615.360.7971.0990.3571.904.054
Incantation3053.30.8203.930.1851.1190.45917.373.710
ActionParty1661.70.26715.420.8161.1420.5041.904.035
WanToFight-styleb402.90.18817.320.8310.7580.8860.424.037
LiveAct (ours)270.20.10620.510.8710.5580.9420.424.085

a Native MultiWorld uses synchronized multi-view observations; we run it with one fixed view. b The code is not released; this is our reproduction, trained on the same mixture as LiveAct.

Side by side with the baselines

Same first frame, same action streams. Language-serialized models tend to lose the conditioning scene or the action, per-agent numerical baselines blur the agents, and WanToFight-style keeps the scene but only partly follows the commands.

Ground truth
LingBot-World 2.0
MultiWorld
Incantation
WanToFight-style
LiveAct (ours)
All clips play in sync.

Both halves of the interface are needed

Without Agent-Aware Spatial Modulation (AASM) the queries are identical for all agents, and game Attr-Acc falls to 0.592. Replacing Schema-Guided Action Adaptation (SGAA) with a conventional flat action encoder, an MLP that maps each frame's full action vector to a single token, keeps the agent modulation, yet robot NRMSE rises to 1.120 and robot Attr-Acc falls to 0.484, near chance: queries can only route controls they can interpret.

Game Act-F1 ↑
Full LiveAct
0.594
w/o AASM
0.172
w/o SGAA
0.225
Game Attr-Acc ↑
Full LiveAct
0.898
w/o AASM
0.592
w/o SGAA
0.603
Robot NRMSE ↓
Full LiveAct
0.558
w/o AASM
0.931
w/o SGAA
1.120
Robot Attr-Acc ↑
Full LiveAct
0.942
w/o AASM
0.810
w/o SGAA
0.484
Ground truth
Full LiveAct
w/o AASM
w/o SGAA
Actions each fighter received
Inside SGAA · schema description, per-dimension tokens, and value modulation
VariantControl tokenGame Act-F1 ↑Game Attr-Acc ↑Robot NRMSE ↓Robot Attr-Acc ↑
Full LiveActschema token, affine value modulation0.5940.8980.5580.942
w/o SGAAone flat-MLP token per frame0.2250.6031.1200.484
w/o value modulationschema token + additive value0.2090.5131.0710.480
w/o schema semanticslearned ID token, affine value modulation0.2300.5880.7990.778
Shuffled schemamismatched descriptions at inference only0.2070.5041.0630.496

Every variant keeps Agent-Aware Spatial Modulation, per-agent cross-attention, and the one-latent action window. Removing any one factor drops control to the level of removing SGAA; learned IDs keep part of the gain only on robots, where one index means the same control across sources.

Spatial fields of agent-specific control residuals in Bomberman and Micro Machines; red for agent 1 and blue for agent 2.
Where each stream acts. Residual-magnitude heatmaps of the agent-specific branches (red: agent 1; blue: agent 2). The high-response regions concentrate around the corresponding visual agents, although the model never receives agent locations.

Real-time distillation

Stage 3 reaches 17.70 FPS, 10.7× faster than Stage 2. On games, Act-F1 rises from 0.539 to 0.594 and Attr-Acc from 0.844 to 0.898 across the three stages, since each chunk is conditioned only on past context and the controls of its own frames. On robots, NRMSE rises from 0.430 to 0.558 and Attr-Acc falls from 0.969 to 0.942.

Stage 1 · Foundational Ability AcquisitionStage 2 · Teacher Forcing for AR TuningStage 3 · DMD for Streaming Video
AttentionBidirectionalBlockwise causalBlockwise causal
Training historyFull videoClean chunksModel rollouts
Denoising steps50504
Game Act-F1 ↑0.5390.5650.594
Game Attr-Acc ↑0.8440.8980.898
Robot NRMSE ↓0.4300.4730.558
Robot Attr-Acc ↑0.9690.9700.942
FPS ↑2.771.6617.70

Beyond the training window

LiveAct trains on 81-frame windows. These 241-frame rollouts keep the stage, HUD, and agent identities over the full horizon, while small pose and position deviations build up in later frames. They are selected long-video cases, separate from the quantitative benchmark.

Micro Machines· 241 frames⇆ Drag to compare
Ground truthLiveAct
Mega Bomberman· 241 frames⇆ Drag to compare
Ground truthLiveAct
Fatal Fury 2· 241 frames⇆ Drag to compare
Ground truthLiveAct
Street Fighter II· 241 frames⇆ Drag to compare
Ground truthLiveAct
Twenty-four generated frames of one 241-frame Micro Machines rollout, sampled every ten frames.
A long rollout as a frame matrix. 24 generated frames from the same 241-frame Micro Machines rollout shown above, sampled every ten frames and ordered left to right, top to bottom. All panels are LiveAct predictions; the conditioning frame is omitted.
05Dataset

Multi-agent, one model

Four competitive multiplayer games and two collaborative multi-arm robot sources. Each sample pairs an initial frame and a scene description with synchronized per-agent action streams, agent descriptions, and a task-specific control schema.

Street Fighter II

5,460 trajectories45.50 hbinary

Fatal Fury 2

3,200 trajectories26.67 hbinary

Mega Bomberman

2,050 trajectories17.08 hbinary

Micro Machines

2,150 trajectories17.92 hbinary

RoboTwin

2,532 trajectories3.93 hcontinuous

RoboFactory

2,559 trajectories8.44 hcontinuous
17,951
multi-agent trajectories
119.54 h
raw video, 24.71 M frames
108
held-out benchmark clips
2–4
agents per scene

Durations refer to raw recordings at native frame rates (games 60 fps; RoboTwin 30 fps self-collected and 50 fps augmented; RoboFactory 30 fps). Training and evaluation use 81-frame clips drawn from these trajectories.

Data curation pipeline from game and robot episodes to aligned multi-agent samples.
Data curation pipeline. Game and robotic episodes are curated into aligned samples containing a scene prompt, per-agent action streams, agent descriptions, and task-specific schemas.
Frames from the six data sources.
Dataset showcase. Frames from the six sources, covering versus fighting, shared-map competition, shared-track racing, and multi-arm manipulation.
06Limitations

What is not solved yet

  • Two-agent benchmarkAll quantitative results use two-agent clips; scenes with more agents are shown qualitatively.
  • Simulated robotsRobot data come from the RoboTwin and RoboFactory simulators; physical robots are not evaluated.
  • Fixed control widthEach agent has 12 control slots; richer action spaces need a wider schema.
  • Long horizonsPast the 81-frame training window, small pose and position errors accumulate.
07Citation

Cite LiveAct