The basics
What these models are, what's actually inside one, and where the industry is taking them.
Two very different jobs, often confused
People often lump together two kinds of AI model that do different but complementary jobs: a world model and a VLA, short for "vision-language-action". 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?"
Where it shines: rehearsing rare or dangerous situations, like an animal running onto the road for a self-driving car, and generating practice footage for robots.
A VLA (a robot's brain)
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?"
Where it shines: hands-on tasks in messy, real places, like folding laundry, clearing a table or picking items it has never seen before.
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 a direction researchers are actively pursuing.
And they're approaching it from opposite ends. World model builders are teaching their models to act: NVIDIA's Cosmos 3 and Odyssey's Odyssey-3 both output robot actions alongside video. VLA builders are teaching theirs to imagine: some now practise predicting the next few camera frames before choosing a move, on the bet that a robot that can picture what happens next will pick better moves. Back in the video game, the engine is learning to play and the player is learning to picture the next screen. In October 2026 Dream Labs, founded by the former NVIDIA researchers who coined the term, launched Dream-1 as a World Action Model anyone can use, built from the world-model end.
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.
That's what's inside one robot's brain. The industry's big ambition is to make that same brain work across many different robots, which is where a newer label comes in.
Robot foundation models: one brain, many bodies
So what the heck is a robot foundation model? Mostly, it's a new name for a big VLA. "Foundation model" is the AI industry's term for one large model trained on broad data and then adapted to many jobs; the models behind ChatGPT and Gemini are foundation models for language. A robot foundation model is the same idea for robots: a VLA trained on recordings from many different robots and tasks, so it can be adapted to new ones.
The two labels describe the same kind of model from different angles. "VLA" says how it works: vision and language in, actions out. "Robot foundation model" says how broadly it's trained and how widely it's meant to be reused. Physical Intelligence's π0 and Google DeepMind's Gemini Robotics are both. A few companies, like Skild AI, describe their models only as foundation models, but they do the same job.
How is this different from GPT-6 or Claude?
The big labs' general-purpose models are moving into robotics too. OpenAI highlighted robot control when it launched GPT-6 Astra, and in an early independent test across 42 simulated robot tasks, Astra, with no robot-specific training at all, outscored every publicly released robot model on the leaderboard, though at only about 22% average success. Anthropic has taken a different route: in August 2026 it previewed a standard for connecting Claude to robots and lab equipment.
The two are relatives. A VLA starts from a model much like these and is then retrained to produce movement. The difference is what comes out. GPT-6 or Claude answers in words and code: to move an arm, it reasons through the problem, then names a target position for the gripper, and separate software works out the joint movements. That takes seconds per decision. A robot foundation model outputs motor commands directly, many times a second, because it learned from recordings of robots, and people, actually moving.
So each is strong where the other is weak. The same test found Astra good at tasks that depend on understanding the scene and the instruction, and poor at anything needing precision, fast reactions or two hands working together, which is exactly what robot foundation models are trained for. That maps neatly onto the two-speed design covered in Part Four: a general model as the slow planner, a robot foundation model as the fast hands. Google already splits the work this way, with Gemini Robotics ER 2 planning and a separate model doing the moving.
Where the industry is heading
The goal is one model, trained once, that can run a robot arm, a humanoid or a four-legged robot, with only a little extra training for each new body. That's how language AI already works, and robotics companies want the same economics. Skild AI calls its model "omni-bodied" and says it can control robots it has never trained on. Google DeepMind says a single Gemini Robotics model drives two different two-armed robots and a humanoid. Dream Labs says its Dream-1 model can run two-armed robots it has never seen without extra training.
How far that goes depends on which part of a robot's brain carries over to a new body, and which part doesn't.
What carries over
Understanding the scene and the task. What a cup is, what "put it in the bin" means, where to look first. This mostly comes from the image-and-language model the robot's brain starts from (see the section above), and it doesn't care what body it's in. The rough shape of a skill carries over too: reach, grip, lift, check.
What doesn't
The body itself. How many joints, how long the arms, a two-finger gripper or a five-fingered hand, where the cameras sit, how heavy and fast it is. "Lift the cup" means a completely different set of joint movements on each robot, and that translation is the hard part.
Someone who can drive can drive almost any car after a few minutes of finding the mirrors and the pedals: the understanding of driving carries over. A motorbike or a forklift takes real practice, because the controls and the balance are different. Today's robot foundation models are at the "new car" stage for bodies like the ones they trained on, and closer to the "learner" stage for very different ones.
How a new body gets plugged in
- Train on many bodies at once. Pool recordings from many robot types (the shared datasets in Part Four exist for exactly this), so the model sees lots of variety. Each robot's movements are translated into a common format the model can learn from, and a small body-specific component translates the model's output back into that robot's joints.
- Post-train on the new robot. A person remote-controls the new robot through the task a number of times, and the model is fine-tuned on those recordings. This is the "just post-train it" step, and the amount needed is shrinking: DeepMind says its on-device model adapts to a new robot from fewer than 200 examples (see Gemini Robotics 2 in Part Four).
- Learn to adapt on the fly. Skild says it trains its model to adapt rather than memorise one body, partly by practising in physics simulations, so it can work out what body it's in from how that body responds. It claims this handles damaged limbs, jammed wheels and heavier loads without retraining. Those are the company's own claims, not yet independently tested.
That's why the "one brain" bet is credible: the knowledge is shared, so each new robot needs less data of its own. But plugging in a new body is never free. Part Four covers the work that remains.
Working together
Part One covered how a robot's brain decides what to do, and how the industry hopes to reuse one brain across many bodies. 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. (My later primer, World models, from the ground up, covers both camps and how each is built.)
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.
The argument has real money on both sides. Fei-Fei Li's World Labs is building realistic 3D worlds for robots to practise in; Yann LeCun's AMI Labs skips pictures entirely and predicts consequences in the abstract. Each has raised about $1 billion, and Nvidia has invested in both: opposite philosophies, same cheque. (World models, from the ground up covers both companies in more detail.)
The real world
Parts One through Three covered the ideas. This part covers what it takes to make them work on real robots: the hard problems every company faces, and who's building what.
The hard problems every robot has to solve
Whichever model a company bets on, two problems come up for everyone: the robot's thinking is slower than its hands, and every new body needs its own last mile of work.
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 first workaround is to plan a burst rather than a single step. Instead of deciding one tiny movement at a time, the robot plans roughly the next second of motion, called action chunking, and carries it out before checking back in, so it isn't waiting on every thought. The second, which 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.
Engineers often call that faster part the low-level policy or controller: 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.
The last mile to a new body
Robot foundation models (Part One) make it cheaper to bring up a new robot, but "just post-train it" still undersells the work:
- The data still has to come from that body. Even a few hundred demonstrations means someone operating the new robot by hand, task by task.
- Hands are the hardest jump. A simple gripper opens and closes; a five-fingered robot hand can have twenty or more joints to coordinate. Moving a model between two arms is a much smaller step than moving it from a gripper to a hand, or from an arm to a walking humanoid.
- The model isn't the whole robot. Cameras, calibration, safety limits and the fast control loop above still have to be built and tuned for each body. A 2026 survey calls this the embodiment gap: the work that remains between a model that generalises and one that actually runs on your robot, which a headline success rate doesn't show.
Every company below is working around those problems in its own way. Here's who's building what.
Who's building what
Robot brains (VLAs and other robot foundation models)
| 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. π0 and π0.5 are openly available; newer versions aren't. |
| 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. |
| Skild Brain | Skild AI | Pitched as "omni-bodied": one model meant to control arms, humanoids and four-legged robots without knowing their exact body in advance. Raised about $1.4 billion in January 2026. |
| Dream-1 | Dream Labs | A World Action Model: predicts what the world will do and what the robot should do, together. Launched October 2026 with a public API; two-armed robots with simple grippers only, for now. |
| 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 3 (NVIDIA) | An open model that generates video and actions, widely used to make robot and driving training data. |
| V-JEPA 2 (Meta) / 2.1 (AMI Labs) | The "predict the gist" approach, trained on over a million hours of video. |
| Marble (World Labs) | Turns photos or descriptions into persistent 3D environments. |
For a fuller, more recent look at who is building world models, and how, see World models, from the ground up.
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.
- Robot foundation model
- One large model trained on data from many robots and tasks, meant to be adapted to new robots and jobs with a little extra training rather than built from scratch each time. In practice, usually a VLA described by how broadly it's trained.
- Embodiment
- A robot's body: its shape, joints, hands or grippers, sensors and how it moves. "Cross-embodiment" means working across different bodies.
- Embodiment gap
- The work that still remains to run a general model on one particular robot: new data, a translation into its joints, and the engineering around the model.