Training Controllable World Models via Action Influence Maximization
AuthorsSamuel M. Bateman, Tenny Yin, Chongyi Zheng, Lei Huang, Brian Wang, Benjamin Eysenbach, Jaime Fernández Fisac, Dhruv Shah
Affiliations[
A new active data-collection method helps video world models respond to commanded actions instead of merely imagining plausible futures.
Key results
Fold improvement: 500 AIM episodes plus 3K demonstrations match the cited 300K-expert controllability.
Actively collected Push-T episodes added to the demonstration data.
Base demonstrations combined with the 500 AIM episodes.
Expert episodes required to match the end-effector controllability result.
Correlation between explained action influence and simulation fidelity in Four Rooms.
Improvement from adding 500 AIM episodes over the PPO-3K baseline.
What the paper found
Action-conditioned world models can ignore commands when expert demonstrations contain too little variation in actions: the model can predict expert-like outcomes without learning how alternative actions change the future. This paper introduces Action Influence Maximization, or AIM, which treats conditional mutual information between actions and next states as an upper bound on the controllability a model can learn from its data. AIM estimates a reward for action-informative transitions and underrepresented states, then uses conservative offline reinforcement learning to collect targeted experience. Its implementation combines flow-matching density models with an Implicit Q-Learning critic and Advantage-Weighted Regression; the evaluated robot world model is a DreamerV4-like latent Diffusion Forcing model. Across Four Rooms and pixel-based Push-T manipulation, action influence correlates with simulation fidelity at 0.979, and AIM is the only tested method that consistently improves Push-T end-effector controllability. Adding 500 AIM episodes to 3K demonstrations matches the end-effector controllability of training on 300K expert episodes—an 85× data-efficiency gain—and improves BC joint recall by 69% over the PPO-3K baseline. The results suggest that adding data helps most when it adds missing action consequences, not merely more transitions; the experiments are in simulation, and AIM’s density-reward retraining is computationally demanding. The acknowledgments cite support from Microsoft Research, NVIDIA, and the Gemini Academic Program, rather than contributions to the method.
Original abstract
Action-conditioned video generative models trained on successful, goal-directed demonstrations tend to ignore the commanded action, rendering a plausible expert-like future regardless of what is asked of them. We trace this failure to training data that lack sufficient action influence. We analyze this metric and prove that it upper bounds the action influence that any model trained on that data can express. Expert demonstrations, whose narrow action distributions let next states be predicted without attending to the action, set a low ceiling that no amount of model capacity alone can raise. Raising it requires collecting different data. We introduce Action Influence Maximization (AIM), an algorithm for actively collecting training data for improving dataset action influence. We compare the performance and data-efficiency of AIM against exploration heuristics and intrinsic-motivation methods on simulated navigation and manipulation tasks. In pixel-based manipulation, AIM is the only method that consistently improves controllability: 500 actively collected episodes added to 3k demonstrations match a world model trained on 300k expert episodes on end-effector controllability, an $85\times$ reduction in data.
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