The basics
What these models are, and what's actually inside one.
Two very different jobs that share a name
People often use one label — VLA, short for "vision-language-action" — for two things that are actually doing opposite jobs. The difference comes down to a simple question: what does the model produce?
A world model
Watches what's happening, and produces a picture of what happens next. Give it a video game scene and a button press, and it draws the next frame. It's answering: "if this happens, what will the world look like?"
A VLA (robot policy)
Looks at the world, and produces an instruction for the body — move this joint, close that gripper. It's answering: "given what I see and what I've been asked to do, what should I do next?"
Go back to the video game. A world model is the game engine: given the current screen and a button press, it renders what happens next. A VLA is the player: given what's on screen, it decides which button to press. The engine describes what would happen; the player decides what to do. Both are reading the exact same screen — but producing completely different things.
So why does everyone mix them up? Partly because both take an "action" as an input — a button press for the game, a movement command for the robot. Partly because they're built from very similar machinery underneath. But mostly because researchers are now deliberately combining them into single systems that do both jobs at once. There's even a name for these hybrids: World Action Models. So the blurring isn't purely a mistake — it's where the field is heading.
That's the outside view of a VLA — what it takes in, what it puts out. Here's what's actually happening between those two points.
What's actually inside a robot's brain
A VLA works as a loop that repeats many times per second:
The three inputs
- What it sees — one or more camera feeds, often including a camera on the wrist so it can see what its hand is doing.
- What it's been told — a plain-English instruction like "put the red block in the bin."
- Where its own body is — the current angle of every joint. This matters more than it sounds: you can't decide how to move your arm without knowing where your arm currently is.
Crucially, nobody builds this understanding from scratch. Researchers start with an existing AI model that already understands images and language from being trained on the internet, then teach it about robot movement on top. That inherited knowledge is why a robot can be told "pick up the fruit" and reach for a banana it's never seen before.
Planning a burst, not a step
Rather than deciding one tiny movement at a time, most robots plan a short sequence — roughly the next second of motion — and carry it out before checking back in. This turns out to be essential, for the reason in the next section.
Planning a burst rather than a single step, from the section above, is a workaround. Here's the problem it's working around.
The mismatch: slow thinking, fast hands
This is the constraint that shapes robot design more than almost anything else, and it's rarely mentioned in headlines.
The "thinking" part of a robot's brain is big and slow. It can form a fresh understanding of a scene maybe two to five times per second. But hands doing careful work — anything involving touch, grip, or balance — need updates ten to fifty times per second to stay steady. There's a gap, and it's a problem.
Imagine trying to catch a ball while only being allowed to glance at it three times a second. Between glances you're moving blind, guessing where it went. That's roughly the position a robot is in when its thinking is slower than its hands need it to be.
The fix most systems now use is a two-speed design: a slower part works out the overall plan a few times a second, while a smaller, much faster part handles the split-second adjustments in between. This mirrors how people work — you consciously decide "I'll pick up that mug," but the fine muscle coordination that actually does it runs faster and more automatically, without you thinking through every millimetre.
That faster part is where the term "policy," in its narrow, original sense, actually lives: a small, fast model — sometimes little more than straightforward maths — whose only job is turning the slow part's rough intention into a real stream of joint-by-joint motor commands, tens of times a second. It doesn't understand language or images at all; it just executes.
Working together
Part One covered how a robot decides what to do, and turns that decision into movement. This part turns to the imagination guiding those decisions — at training time, and at runtime.
When a world model helps a robot
Every job an imagination does for a robot happens at one of two moments: while the robot is training, or in the instant it's deciding what to do.
During training
Make up practice material. Generate synthetic footage of the robot's own body — with known actions attached, unlike the human video covered next — or let it practice directly inside a simulator through trial and error with a reward signal (reinforcement learning). Either way, a filtering step catches attempts that turn out to be physically impossible.
At runtime
Think before acting. While working, mentally play out a few options — "if I grab from the left, then…" — and pick whichever imagined outcome comes closest to the goal.
Training-time uses are the practical win happening today; runtime, in-the-moment decision-making is the harder, less-solved half.
One of the training-time uses above — making up practice material — assumed there was footage to learn from in the first place. Here's where that footage can come from when nobody demonstrated the task on a robot at all.
Learning movement from video nobody labelled
Here's the puzzle. There's an enormous amount of video of people doing things with their hands. It would be extraordinarily useful for training robots — except none of it records what movements were made. You see the outcome, not the instruction.
The solution is a clever trick called a latent action model. "Latent" here just means hidden — it works out the hidden action that must have happened between one frame and the next.
The trick: feed two consecutive frames into an encoder that compresses "whatever changed" into a tiny code. A separate decoder gets only the first frame plus that code — never the real second frame — and has to predict it. Compare the guess to reality, adjust both, repeat millions of times. Because the code is too small to carry a whole image, the encoder is forced to throw away everything that stayed the same and keep only the motion.
It's a game of telephone with only one word allowed. One person sees both photos and can pass along a single word. The other person sees only the first photo plus that word, and has to draw the second. If the word-chooser is careless, the drawing is hopeless. Over thousands of rounds, they're forced to develop a shared vocabulary where each word genuinely means a specific kind of movement — even though nobody ever handed them a dictionary.
The big debate
Every one of Part Two's uses depends on the imagination being accurate. This part asks: accurate about what — pictures, or ideas?
Predicting pictures vs. predicting ideas
This is the deepest live disagreement in the field, and it's surprisingly easy to grasp.
Most world models predict what the world will look like — actual images. An alternative approach, championed by Yann LeCun and called JEPA, argues this is fundamentally wasteful. Instead of predicting pictures, it predicts a compressed summary of what's happening — the gist rather than the image.
This maps onto the three-way split from Part One: predicting pictures is the renderer approach; predicting the gist is closer to how a planner reasons. (The simulator camp — modelling physics directly rather than predicting either pixels or gists — is a third option this particular debate mostly sets aside.)
An example: a ball rolling behind a box
A red ball rolls across a table and disappears behind a box for a moment.
Predicting the picture
The model must guess the exact shade of red under that lighting, the precise position down to the pixel, the motion blur, the reflections, the grain of the table. Almost none of this is actually predictable — and almost none of it matters.
Predicting the gist
The model only needs to capture something like: ball, still round, still rolling right at about the same speed, will reappear on the far side shortly, nothing has hit it. Far smaller, far more reliably predictable.
Ask someone to predict what a friend will say next. Predicting the gist — "she'll probably disagree and bring up the cost" — is achievable and useful. Predicting her exact words, syllable by syllable is nearly impossible, and knowing them wouldn't help you much anyway. Most of that detail is noise. The argument is that predicting pixels is the syllable-by-syllable version of understanding the world.
The claim is that this is exactly what a robot needs. To decide what to do, a robot doesn't need a perfect video of the future — it needs to know "if I push here, the cup tips over and spills." That's a fact about consequences, not appearances. It's also cheaper to work out and less easily confused by irrelevant visual changes like a shadow moving.
That's the abstract argument. Here's what it looks like as two companies, and roughly two billion dollars, betting opposite ways.
Two companies betting opposite ways
The two most prominent startups in this space disagree about precisely the question above — and both have raised enormous sums to prove their side.
| World Labs | AMI Labs | |
|---|---|---|
| Founded by | Fei-Fei Li, with a team rooted in computer vision and 3D graphics | Yann LeCun, who left Meta in late 2025 after 12 years as its chief AI scientist |
| The bet | Build genuinely interactive 3D worlds with real physics, so robots have somewhere realistic to practise | Skip the pictures entirely; learn to predict consequences in the abstract |
| Reasoning | Robots can't learn from the internet the way chatbots did — what they're starved of is cheap, varied, physically realistic places to practise | Predicting the world in full visual detail is inherently imprecise, because much of that detail is genuinely unpredictable |
| Which role | Mostly making up practice material, during training | Mostly thinking before acting, at runtime |
| Money raised | Around $1 billion in early 2026 | Just over $1 billion — the largest seed round in European AI history |
| First market | Gaming, visual effects, robot simulation | Healthcare first; robotics framed as roughly a five-year research effort |
Tellingly, Nvidia has invested in both — opposite philosophies, same cheque. Which is a fair signal that this genuinely isn't settled yet.
The real world
Parts One through Three covered the ideas. This part covers who's actually building them.
Who's building what
Robot brains (VLAs)
| Name | Who | Worth knowing |
|---|---|---|
| OpenVLA | Stanford / Berkeley | Fully open and freely usable — the standard starting point for researchers without a corporate lab behind them. |
| π0 family | Physical Intelligence | Predicts motion as a smooth, continuous sketch rather than picking from a menu of slots — better suited to delicate tasks like folding laundry. Not openly available. |
| RT-2 | Google DeepMind | The original work that established treating movement like a language — chopping every possible motion into a numbered menu of slots, and predicting them one at a time the way a chatbot predicts words. |
| Gemini Robotics 2 | Google DeepMind | Released July 2026 as three tiers: Gemini Robotics 2 (the core brain — turns what it sees and hears into movement), ER 2 (the planner — breaks tasks into steps and talks to people, but doesn't simulate physics), and On-Device 2 (a compressed version that runs locally and adapts to a new robot from fewer than 200 examples). |
| GR00T | NVIDIA | Aimed squarely at humanoids, and tied into NVIDIA's simulation tools. |
| SmolVLA | Hugging Face | Deliberately small, so it runs on affordable hardware. |
World models
| Name | What it does |
|---|---|
| Genie 3 (DeepMind) | Generates interactive worlds you can walk around in, in real time, staying coherent for a few minutes. Waymo has adapted it for driving simulation. |
| Cosmos (NVIDIA) | Built specifically to generate robot training footage. |
| V-JEPA 2 (Meta) | The "predict the gist" approach, trained on over a million hours of video. |
| Marble (World Labs) | Turns photos or descriptions into persistent 3D environments. |
Practice environments
These are the virtual worlds where robots do most of their learning:
- MuJoCo — the academic default, free and open. Especially good at simulating touch and contact, which makes it the standard for manipulation research. Nearly every open robot model works with it out of the box.
- Isaac Lab / Isaac Sim — NVIDIA's industrial-grade option. Much faster on their hardware, and the usual choice for training walking robots or generating simulated footage at scale.
- Genesis — a newer entrant that can also simulate soft materials and fluids, not just rigid objects.
- Gazebo, PyBullet, Drake, Webots — established general-purpose tools, still widely used.
Shared training data
Because collecting robot data is so expensive, the field pools it. The main collections:
- Open X-Embodiment — the big combined dataset spanning many different robot types. The usual starting point.
- DROID — one robot recorded across a huge variety of settings, which makes it especially useful for testing whether a robot copes with unfamiliar surroundings.
- RH20T — 110,000+ recordings across 7 robots and 147 tasks, strong on tasks involving touch and contact.
- RoboCasa — kitchen scenarios, and probably the closest thing the field has to a standard benchmark environment.
- LeRobot (Hugging Face) — not a dataset but a shared format and toolkit, an attempt to get everyone's robot data working together. Hundreds of community datasets use it, though quality varies enormously.
Glossary
- Policy
- The general term for a function that turns a command, plus a sense of the robot's own body and the world around it, into what to do next. A hard-coded controller is a policy; a VLA is a policy too — just a much bigger one.
- VLA (vision-language-action model)
- A robot's brain. Takes in what the robot sees plus a spoken instruction, and outputs movements.
- World model
- A model that predicts what happens next — either as video, as 3D physics, or as an abstract summary.
- World Action Model
- A hybrid that does both jobs: predicts the future and decides what to do.
- Latent action model
- A technique for working out what movement must have occurred between two video frames, when nobody recorded it. Unlocks ordinary video as training material.
- JEPA
- An approach that predicts a compressed summary of what's happening rather than predicting actual images. Associated with Yann LeCun.
- Action chunking
- Planning a short burst of movement — roughly a second — rather than one tiny step at a time.