Embodied systems experience the world as 'a symphony of flows': a combination of many continuous streams of sensory input coupled to self-motion, interwoven with the motion of external objects. These streams obey smooth, time-parameterized symmetries, which combine through a precisely structured algebra; yet most neural network world models ignore this structure and instead repeatedly re-learn the same transformations from data.
In this work, we introduce 'Flow Equivariant World Models', a framework in which both self-motion and external object motion are unified as one-parameter Lie group 'flows'. We leverage this unification to implement group equivariance with respect to these transformations, thereby sharing model weights over locations and motions, eliminating redundant re-learning, and providing a stable latent world representation over hundreds of timesteps.
On both 2D and 3D partially observed world modeling benchmarks, we demonstrate Flow Equivariant World Models significantly outperform comparable state-of-the-art diffusion-based and memory-augmented world-modeling architectures, training faster and reaching lower error -- particularly when there are predictable world dynamics outside the agent's current field of view. We show that flow equivariance is particularly beneficial for long rollouts, generalizing far beyond the training horizon. By structuring world model representations with respect to internal and external motion, flow equivariance charts a scalable route to data-efficient, symmetry-guided, embodied intelligence.
In summary, FloWM is an action-conditioned video world model that can simulate future dynamics within its memory representation using flow and self-motion equivariance, surpassing prior unstructured video world models on video prediction in partially observed dynamic settings.
Below, we overview the 3D FloWM model, the 2D FloWM model, present 3D Blockworld results, and 2D MNIST World results.
Comparison between different world modeling frameworks: a) Standard diffusion forcing uses a fixed length sliding window to generate video autoregressively. Frames must be evicted if they exceed the window. b) When there are information dependencies between past observations and the generated frame, without a memory mechanism, DFoT is not able to generate consistently. c) Existing memory solutions are view-dependent, and cannot handle dynamic scenes, still resulting in inconsistent generation. d) In FloWM, past frames are remembered in the spatial latent memory and continually updated through FloWM's internal dynamics, resulting in consistent generation.

FloWM Recurrence relation in 3D: a) Information passes from the image observations to the hidden state through a ViT encoder. b) The new updates are combined with the existing hidden state, and the action and internal flows roll the hidden state to the next timestep. c) The updated hidden state is used to predict the next timestep observation.

Below we provide full rollouts on the Dynamic, Textured, and Static splits of the 3D Blockworld Dataset
We visualize failure cases of our model, in comparison to DFoT and DFoT SSM by visualizing low PSNR rollouts:


Validation Metrics on 3D Dynamic Block World
Columns show mean metrics (MSE, PSNR, SSIM) of generated frames over the first 70 frames (matches training distribution) vs. 210 frames (length generalization). 70 frames are passed in as context.
Validation Metrics on 3D Dynamic Textured Block World
Columns show mean metrics (MSE, PSNR, SSIM) of 70 generated frames vs 210 frames, with 70 frames passed in as context.
a) FloWM Recurrence relation in 2D. Velocity channels are plotted as rows. At each timestep, the internal flow and action flow compose and act upon the latent memory map representation, which is used to predict the observation at the next timestep. b) Rollout error over time, for FloWM and ablations, and baselines. c) Training loss across batches, demonstrating how the full equivariance allows the model to learn significantly quicker.

Below we provide full rollouts on the Dynamic Partially observed, Static partially observed, and dynamic fully observed splits of the 2D MNIST World Dataset.
* Since the world has no velocity, the velocity channels are redundant and only add noise in this case.
* For fully observable cases, the World View (GT) is same as Agent View (GT).

Validation Metrics on 2D Dynamic Partially Observable MNIST World
Columns show mean metrics (MSE, PSNR, SSIM) of frames over the first 20 generated frames (matches training distribution) vs. 150 generated frames (length generalization). 50 frames are passed in as context.
@misc{lillemark2026flowequivariantworldmodels,
title={Flow Equivariant World Models: Memory for Partially Observed Dynamic Environments},
author={Hansen Jin Lillemark and Benhao Huang and Fangneng Zhan and Yilun Du and Thomas Anderson Keller},
year={2026},
eprint={2601.01075},
archivePrefix={arXiv},
primaryClass={cs.LG},
url={https://arxiv.org/abs/2601.01075},
}