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?"
A world model is a weather forecaster: it looks at conditions and tells you what tomorrow will look like. A VLA is a driver: it looks at the road and decides whether to brake. The forecaster describes the future; the driver acts in it. Both need to understand how the world works — but they produce 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.
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.
Turning understanding into movement: two approaches
Treat movement like a language
Chop every possible movement into 256 numbered slots — like "move the wrist to position 143." The model then predicts these numbers one at a time, exactly the way a chatbot predicts the next word. Simple, and reuses everything we know about language models. The catch: describing smooth motion with numbered slots loses precision, like drawing a curve on graph paper using only whole squares.
Sketch the motion directly
Instead of picking from a fixed menu, the model draws a smooth path — more like a hand tracing a curve than filling in boxes. Better for delicate work like folding a shirt or gripping an egg, where "close enough" isn't good enough.
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.
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.
Working together
Four distinct ways an imagination helps a robot learn to act.
Four ways a world model helps a robot
These are genuinely different jobs, even though the same underlying model might do more than one of them.
1 · Make up practice material
Generate footage of situations that never happened, to expand the robot's training beyond what anyone had time to demonstrate. This is the most widely used, and the most mature.
2 · Learn better instincts
Ask the robot to predict what happens next alongside deciding what to do. Practising prediction forces it to genuinely understand weight, contact and momentum — and that understanding improves its decisions, even with no extra data.
3 · 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.
4 · Check the work
Score whether an imagined or recorded attempt was actually any good, so that bad examples don't end up in the training material.
Numbers 2 and 4 are largely about making the imagination trustworthy enough that 1 and 3 can be relied on. Right now, number 1 is the practical win happening today; 3 and 4 are the harder, less-solved prize.
Telling the similar ones apart
Two pairs above sound alike. Both distinctions matter, and both come down to when the imagining happens and what it decides.
"Think before acting" vs. "check the work"
Thinking before acting is a chess player calculating three moves ahead during a live game, then playing the best one. Checking the work is a coach who, weeks earlier, generated ten thousand imaginary games, threw out the ones that broke the rules of chess, and handed the player only the sound ones to study. Same skill — imagine a scenario, judge it — but one decides a real move right now, and the other decides what goes into the textbook.
| Think before acting | Check the work | |
|---|---|---|
| When | While the robot is working | Before or during training |
| What gets judged | Options the robot is weighing right now | Material that's already been generated |
| The verdict decides | What the robot physically does next | Whether an example is worth learning from |
| If it's wrong | One bad real-world move | A whole training set quietly corrupted |
"Make up practice material" vs. "check the work"
These get used together so routinely they can look like one step. But making things up is about quantity — more situations than anyone could demonstrate by hand. Checking is about quality, and it will judge anything you hand it, no matter where it came from: made-up footage, real recordings, or the robot's own attempts during practice. It's a separate job that happens to be useful downstream of the first one.
You can skip the checking — early systems did. It's just risky, because generated footage sometimes shows things that are physically impossible, and a robot that learns from impossible examples learns nonsense.
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.
How it works, step by step
Take two consecutive frames from unlabelled video: a robot hand 10cm from a cup, then the same hand 5cm from the cup. Nobody recorded what caused that.
Step 1 · Summarise
One part of the system looks at both frames and squeezes "whatever changed" into a tiny code. At this point the code means nothing in particular — it's just a compressed note.
Step 2 · Reconstruct
A second part gets only the first frame plus that tiny code — never the answer — and must try to draw the second frame.
Step 3 · Correct
Compare its attempt to the real second frame. Both parts get adjusted based on how wrong it was, and the whole thing repeats millions of times.
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.
Once trained, the second part is discarded. The first part is now a tool that can watch any video and label what movement occurred — which unlocks all that unlabelled human footage as robot training material.
What these discovered movements look like
Nobody tells the system what categories to find, but recognisable ones emerge anyway. On video game footage, the codes have naturally sorted themselves into things like move-left, move-right, jump, and do-nothing. On robot footage, they tend to separate into hand-opening, hand-closing, moving in a rough direction, wrist-turning, and staying still. They're coarse — think about thirty broad categories of motion, not precise measurements.
Different bodies. A human hand has dozens of independently moving parts; a simple robot gripper has one. The same "closing" code has to mean very different things depending on the body.
No sense of scale. The same code might mean "move 2cm" or "move 8cm" depending on the situation — it captures direction better than distance.
It picks up noise. The system only knows "something changed," so a wobbling camera or a flickering light can get recorded as if it were a deliberate movement.
Mistakes get locked in. If the vocabulary is learned once and then frozen, the robot inherits all its quirks with no way to correct them.
The practical answer: use this trick to learn cheaply and roughly from millions of hours of video, then use a small amount of proper, carefully-recorded robot data to teach the final translation into real movement. The video gives you breadth; the small real dataset gives you accuracy.
The big debate
Should a machine that understands the world predict 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.
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.
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 of the four roles | Mostly "make up practice material" | Mostly "learn better instincts" and "think before acting" |
| 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
Who's building what, and how much actually works today.
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 | Uses the "sketch the motion smoothly" approach. Known for delicate tasks like folding laundry. Not openly available. |
| RT-2 | Google DeepMind | The original work that established treating movement like a language. |
| Gemini Robotics 2 | Google DeepMind | Released July 2026 — discussed below. |
| 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.
Where things actually stand
A recent example: Gemini Robotics 2
Google DeepMind released three models in July 2026, which map neatly onto the ideas in this guide:
| Model | Its job |
|---|---|
| Gemini Robotics 2 | The core robot brain — turns what it sees and hears into movement, for full humanoid bodies. |
| Gemini Robotics ER 2 | The planner — understands the environment, breaks long tasks into steps, and talks to people. Notably, this is not a physics simulator; it reasons about steps, not about forces. |
| On-Device 2 | A compressed version that runs locally on the robot rather than in a data centre, and can adapt to a new robot from fewer than 200 examples. |
Read against everything above, this is a "brain and hands" arrangement — a thinking layer on top of a doing layer — rather than a robot with an imagination attached. Nothing published suggests any of the three predicts future video or mentally rehearses actions. Which is interesting: one of the best-resourced labs in the world has, at least for now, not bet on the world-model approach.
Google's own reporting notes that fine finger control remains inconsistent, and that its safety testing doesn't replace properly certified safety systems.
The honest scorecard
| Status | What |
|---|---|
| Working well | Walking on flat ground. Table-top tasks with simple grippers. Starting from a general-purpose AI model and teaching it movement. |
| Improving fast | Agile, athletic movement. Generated practice footage genuinely closing the data gap. Trial-and-error practice pushing robots past what imitation alone achieves. |
| Not solved | Walking and doing careful hand work at the same time, in a messy real environment. Individual finger dexterity. Translating movements learned from video onto real bodies. Judging whether a generated world is physically correct rather than merely convincing. Running a large model fast enough to keep up with real hands. |
Glossary
- 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.