Navigating Latent Worlds: A Hypertextual Taxonomy of World Models as Nonlinear Knowledge StructuresWorld models, learned internal representations that simulate environment dynamics, predict future states, and enable counterfactual reasoning, have emerged as a central construct in the pursuit of autonomous intelligence.

Abstract

World models, learned internal representations that simulate environment dynamics, predict future states, and enable counterfactual reasoning, have emerged as a central construct in the pursuit of autonomous intelligence. Yet existing surveys catalogue world models along purely architectural or application-domain axes, neglecting the epistemological question of how these models organise, traverse, and present knowledge. We argue that hypertext theory provides a uniquely powerful lens for this analysis. This survey introduces the Hypertextual World Model (HWM) framework, a formal taxonomy that reconceptualises world models as nonlinear, multi-resolution knowledge structures characterised by typed links between latent states, branching traversal policies, and reader-agent co-construction of meaning. We formalise three constitutive axes, Linking Topology, Traversal Modality, and Authorial Agency, and systematically classify 43 representative systems published between 2018 and 2026 onto this taxonomy (Table 2). Our analysis reveals four paradigm clusters and identifies critical open problems including hypertextual friction in latent traversal, the coherence trap in long-horizon rollouts, and the absence of provenance-preserving link semantics. We conclude with a research agenda situating world models within the broader hypertext programme of augmenting human interpretive agency over computationally mediated knowledge.

1 Introduction

The concept of a world model, an internal learned representation of environment dynamics that enables an agent to predict future states, evaluate hypothetical actions, and plan without direct environmental interaction, has become one of the most intensely pursued constructs in contemporary AI [17, 24, 37]. From Dreamer's latent imagination loops [25, 28] to Genie 3’s real-time interactive world generation at 24 fps and 720p resolution [21], world models now span a remarkable breadth of computational paradigms.

Existing surveys organise this literature along axes that are well-charted: architecture type (recurrent, transformer, diffusion), learning paradigm (model-based RL, self-supervised prediction), or application domain (autonomous driving, robotics, gaming) [17, 38, 66]. These taxonomies are invaluable for practitioners. Yet they share a critical blind spot: they treat world models as computational objects while remaining silent on the epistemological structures by which these models organise, connect, and present knowledge.

We contend that this blind spot is precisely the territory that hypertext research has mapped for six decades. From Bush's associative trails [11] through Engelbart's augmentation framework [18] to Nelson's deeply interlinked docuverses [48], the hypertext community has built a theoretical vocabulary for describing nonlinear knowledge structures: how nodes are typed and linked, how traversal paths are constructed, and who holds authorial agency over navigation [14, 29, 36].

This paper synthesises these traditions. We introduce the Hypertextual World Model (HWM) framework, a formal taxonomy defined by three axes: Linking Topology (structure of connections between latent states), Traversal Modality (how agents navigate state spaces), and Authorial Agency (distribution of control between model and agent). By classifying 43 representative systems onto these axes (Table 2), we identify four paradigm clusters that reveal structural patterns invisible to existing surveys. Moreover, we expose three open problems, hypertextual friction, the coherence trap, and provenance opacity, that connect world model engineering to long-standing hypertext challenges.

A sceptical reader may ask: is this framework genuinely revelatory, or merely a relabeling of well-known concepts (state graphs, planning trees) with hypertext vocabulary? We address this directly in Section 9. The short answer is that while individual correspondences are unsurprising, the HWM framework produces non-obvious design insights precisely because it imports hypertext's normative commitments, to reader agency, link integrity, and provenance, into a field that currently lacks them.

2 Foundations

2.1 World Models: From Mental Simulation to Foundation-Scale Generation

The notion that intelligent agents maintain internal models of their environment traces to Craik's hypothesis that organisms carry “small-scale models” of external reality [15], formalised by Johnson-Laird's mental model theory [33]. In AI, Minsky's frames [47] and Sutton's Dyna architecture [57] established the model-based RL paradigm.

The modern era began with Ha and Schmidhuber's 2018 “World Models” [24], combining a VAE [35] with an RNN for policy training via latent dreaming. PlaNet [26] extended this to continuous control from pixels. The Dreamer series [25, 27, 28] scaled this via the Recurrent State-Space Model (RSSM), with DreamerV3 demonstrating a single architecture mastering 150+ tasks. SimPLe [34] showed that even simple video-prediction models can serve as effective world models for Atari.

A critical definitional question has since emerged. Gupta [23] identifies three “essential properties” distinguishing genuine world models from pattern completers: persistent state, physical constraint enforcement, and closed-loop utility. Under these criteria, pure video generators like Sora [53], which predict plausible pixel sequences but lack persistent state or action-conditioned branching, may not qualify as world models in the strong sense. This debate maps directly onto our taxonomy: it motivates our distinction between systems that merely narrate futures (low agency, linear topology) and those that equip agents to navigate them.

The field has diversified rapidly. DIAMOND [1] demonstrated that diffusion-based world models preserve visual details critical for RL, achieving state-of-the-art on Atari 100k (mean HNS of 1.46). IRIS [45] and Δ -IRIS [46] showed that tokenized world models, discretising latent space into visual token vocabularies composed by Transformers, can match or exceed continuous-latent approaches. TD-MPC2 [30] demonstrated scalable world models for continuous control. State-space models (SSMs) like Mamba [22] offer linear-time sequence modelling that does not fit cleanly into existing categories. Flow matching [40] has emerged as an alternative to diffusion for trajectory generation.

At the foundation scale, Genie 3 [21] represents the current frontier: a general-purpose interactive world model generating photorealistic environments at 720p and 24 fps from text prompts, with visual memory extending approximately one minute. DeepMind reports that Genie 3 “teaches itself how the world works” through self-supervised learning rather than hard-coded physics, and has been coupled with the SIMA agent for goal-directed navigation in generated environments. Its predecessors Genie 1 [10] and Genie 2 [20] charted the progression from static interactive platformers to foundation-scale environments. NVIDIA's Cosmos [51] and GR00T N1.6 [52] push foundation world models toward driving and humanoid robotics. Meta's V-JEPA 2 [44] demonstrates that prediction in latent space (without pixel generation) suffices for zero-shot planning.

2.2 Hypertext Theory: Core Constructs

Bush's Memex [11] was motivated by the inadequacy of hierarchical indexing for the “intricate web of trails” by which the mind operates. Engelbart [18] reframed this as augmentation. Nelson's Xanadu [48] envisioned persistent, typed, bidirectional links with full version history.

Four constructs are directly relevant. Typed links: Conklin [14] identified the typed link as hypertext's atomic unit; Halasz [29] argued for computed links from content analysis. Spatial hypertext: Marshall and Shipman [42, 55] showed that proximity and arrangement serve as implicit links. Nonlinear narrative: Bernstein [5] formalised structures including guard fields, cycles, and tangles. Reader agency: Landow [36] described the controlled-to-exploratory spectrum; Bolter [8] theorised the electronic “writing space.”

3 The HWM Framework

Definition 3.1 (Hypertextual World Model) A Hypertextual World Model is a tuple $mathcal {H}= (mathcal {N}, mathcal {E}, tau ell, tau t, alpha)$ where $mathcal {N} subseteq mathcal {Z}$ is a set of state nodes (“lexia”); $mathcal {E} subseteq mathcal {N} times mathcal {N} times Lambda$ is a set of typed links; $tau ell : mathcal {E} rightarrow Lambda$ assigns semantic types to transitions; $tau t in lbrace {rmsmall {SEQ, BRANCH, PAR, SPATIAL}}rbrace$ classifies the traversal modality; and α ∈ [0, 1] is the agency coefficient.

3.1 Axis 1: Linking Topology ($mathcal {L}$)

$mathcal {L}1$: Linear Chain. One successor per state. Hypertext analogue: axial text. $mathcal {L}2$: DAG. Branching, no cycles. Analogue: branching narrative. $mathcal {L}3$: General Graph. Cycles permitted. Analogue: tangled narrative. $mathcal {L}4$: Spatial Continuum. Continuous manifold with implicit proximity links. Analogue: spatial hypertext [42].

We type links as: causal (λc, action-conditioned), associative (λa, latent similarity), contrastive (λx, counterfactual comparison), hierarchical (λh, abstraction levels), and semantic (λs, linguistic affinity in language-grounded models). We propose that these types are identifiable through gradient attribution (λc), attention pattern analysis (λa), contrastive rollout comparison (λx), multi-scale architectural inspection (λh), and embedding similarity in language-aligned spaces (λs). We note that these identification methods remain to be validated empirically; we propose them as a concrete research programme rather than a demonstrated capability, and consider this operationalisation programme a contribution of the HWM framework.

3.2 Axis 2: Traversal Modality ($mathcal {T}$)

$mathcal {T}1$: Sequential Simulation. One path, one successor per step. $mathcal {T}2$: Branching Exploration. Multiple simultaneous branches (e.g., MCTS [54]). $mathcal {T}3$: Parallel Global Prediction. Entire trajectory in one pass (diffusion [1], flow matching [40]). $mathcal {T}4$: Free Spatial Navigation. Unconstrained movement through continuous space (Genie 3 [21]).

3.3 Axis 3: Authorial Agency (α)

We define α as the proportion of state transitions where the agent effectively controls the successor state. To ground this concretely:

Worked Example 1: DreamerV3 [28]. Over a 15-step imagination rollout, the agent selects 15 actions; the model generates 15 stochastic state samples. The agent controls which branch but the model controls branch content. α ≈ 0.50.

Worked Example 2: Sora [53]. A text prompt produces a 480-frame video with no frame-level control. One user decision, 479 model-determined transitions. α ≈ 0.002.

Worked Example 3: Genie 3 [21]. Continuous user input at 24 fps for one minute (∼ 1440 frames). The user issues directional/action inputs each frame; the model generates responsive but physically constrained frames. α ≈ 0.75.

4 Paradigm Clusters

By classifying 43 systems (Table 2) along the three axes, we identify four paradigm clusters (Figure 1). These are proposed analytical categories derived from systematic analysis of the taxonomy assignments, not automatically discovered clusters.

Assignment Methodology. Assignments were made by the authors through systematic analysis of each system's published architecture, interaction protocol, and documented capabilities. For $mathcal {L}$, we examined whether the transition function admits branching (multiple successors per state), cycles (revisitation of prior states via feedback loops), or continuous spatial structure (implicit proximity-based linking). For $mathcal {T}$, we identified the primary generation mechanism: sequential autoregressive unrolling ($mathcal {T}1$), explicit tree search ($mathcal {T}2$), single-pass parallel generation ($mathcal {T}3$), or unconstrained spatial navigation ($mathcal {T}4$). For α, we estimated the ratio of agent-controlled to total transitions based on reported interaction protocols (see worked examples in Section 3.3). We acknowledge that these assignments involve authorial judgment, particularly for α where precise measurement requires access to system internals; we report them transparently to enable critique and refinement by the community.

Inter-Rater Reliability. To assess the robustness of our assignments, two raters independently classified 15 systems (spanning all four clusters) without consulting each other's assignments. Agreement was high across all axes: Cohen's κ = 1.00 for cluster assignment (perfect agreement on all 15 systems), κ = 0.90 for linking topology (14/15 agreement; the sole disagreement was whether GameNGen belongs to $mathcal {L}3$ or $mathcal {L}4$), and κ = 0.91 for traversal modality (14/15; the disagreement was whether DIAMOND's primary modality is $mathcal {T}1$ or $mathcal {T}3$). For the continuous agency coefficient, Pearson r = 0.99 (p < 10− 12) with mean absolute difference of 0.032, indicating that independent raters assign α values within ± 0.05 of each other. These results suggest that the HWM axes, while involving judgment, are sufficiently well-defined to support reproducible classification.

Table 1: Paradigm Clusters with Design Implications

Cluster

$mathcal {L}$

$mathcal {T}$

α

Key Systems

HWM Design Implication

Linear-Determinate

$mathcal {L}1$

$mathcal {T}1$/$mathcal {T}3$

0.0–0.1

Sora, GAIA-1, SVD

Narrate futures; lack agent-navigable structure

Branching-Explorative

$mathcal {L}2$

$mathcal {T}1$/$mathcal {T}2$

0.3–0.6

DreamerV3, MuZero, DIAMOND, IRIS

Contrastive links arise from branch comparison

Spatial-Immersive

$mathcal {L}4$

$mathcal {T}4$

0.6–0.9

Genie 3, Nav. WMs, GameNGen

Implicit linking; highest reader agency

Dialogic-Co-Constructive

$mathcal {L}3$

$mathcal {T}2$/$mathcal {T}3$

0.4–0.8

WorldGPT, VLAs, WorldCoder

Semantic links; cyclic co-construction

Figure 1: The HWM taxonomy space with four paradigm clusters positioned along Linking Topology ( $mathcal {L}$ ) and Authorial Agency ( α ) axes. Representative systems are placed at their approximate coordinates. Traversal modality ( $mathcal {T}$ ) varies within clusters (see Table 1 ).

Caption references: 1

4.1 Cluster 1: Linear-Determinate

This cluster comprises world models that generate single, linear trajectories with minimal or no agent intervention: autoregressive video generators (Sora [53]), driving scene generators (GAIA-1 [32]), and unconditional video models (SVD [7], Make-A-Video [56], CogVideo [31]). The linking topology is a simple chain ($mathcal {L}1$), all link types are causal (λc), and the agency coefficient approaches zero.

The critical question raised by Gupta [23], whether such systems qualify as world models at all, maps directly onto a hypertext distinction. In hypertext theory, a document with no links and no reader choice is not a hypertext; it is a linear text. By analogy, a generative model with no action-conditioning and no branching is not a world model in the navigational sense; it is a world narrator. We retain these systems in our taxonomy precisely to mark this boundary: the $mathcal {L}1/mathcal {T}1/alpha {approx }0$ corner is where “world model” shades into “world depiction.”

This reconceptualisation produces a concrete design recommendation: systems in this cluster can be upgraded to genuine world models by adding action-conditioned branching (moving from $mathcal {L}1$ to $mathcal {L}2$) and interactive control (increasing α). The Genie lineage demonstrates exactly this trajectory: Genie 1 [10] operated closer to $mathcal {L}1$ with limited interactivity; Genie 2 [20] added richer environment generation and preliminary interaction support; Genie 3 [21] achieves real-time spatial navigation at $mathcal {L}4$ with α ≈ 0.75.

4.2 Cluster 2: Branching-Explorative

This cluster includes model-based RL systems that explicitly construct and evaluate branching futures: the Dreamer family [25, 27, 28], MuZero [54], DIAMOND [1], IRIS [45], Δ -IRIS [46], TD-MPC2 [30], UniSim [65], and iVideoGPT [61]. The hypertextual structure is a DAG ($mathcal {L}2$): from each state node, the model generates multiple successor nodes corresponding to different actions, and the agent's traversal policy selects among branches based on value estimates.

DIAMOND is particularly interesting from the HWM perspective. By operating in pixel space rather than discrete latent space, it preserves the full “text” of each state node: no information is lost to tokenisation. DIAMOND's diffusion-based generation exemplifies what we term striated traversal: $mathcal {T}3$ (parallel global prediction via diffusion) within each frame, combined with $mathcal {T}1$ (sequential action selection) across frames. This hybrid modality, global within each node but sequential across nodes, has no clean analogue in prior hypertext theory.

The IRIS/Δ -IRIS family introduces a different hypertextual insight. By tokenising observations into discrete visual tokens, these models create an explicit vocabulary of world fragments, a finite set of reusable “lexia” from which world states are composed. The autoregressive Transformer then acts as a compositional linking engine, assembling lexia into trajectories according to learned grammatical rules. Δ -IRIS further creates edit-distance links whose semantics are defined by what changed between timesteps rather than what persists, a novel link type without precedent in classical hypertext theory.

4.3 Cluster 3: Spatial-Immersive

This cluster encompasses world models that construct continuous spatial representations enabling free-form navigation: Genie 3 [21], navigation world models [4], GameNGen [58], GameGen-X [12], Oasis [16], Marble [60], and Gaussian splatting-based approaches.

The structural correspondence to spatial hypertext [42, 55] is striking. Just as spatial hypertext allows readers to discover structure through exploration of visually organised information space, spatial-immersive world models enable agents to discover environment structure through embodied exploration. Links are implicit, defined by spatial proximity and navigability rather than explicit graph edges. Organisation emerges from the geometry of the latent space rather than from authored connections.

Genie 3 is the paradigmatic example. Its consistency mechanisms, visual memory extending approximately one minute, frame-by-frame autoregressive generation conditioned on the full trajectory history, directly address what we term hypertextual friction (Section 8). The model's ability to maintain coherent environments during revisitation implements referential integrity across a navigational hypertext, one of Halasz's seven issues for next-generation hypermedia [29]. GameNGen and Oasis occupy hybrid $mathcal {L}2$/$mathcal {L}4$ positions: they create navigable spaces (spatial) but within constrained action vocabularies (partially branching), illustrating that real systems often straddle cluster boundaries.

4.4 Cluster 4: Dialogic-Co-Constructive

The most recently emergent cluster couples language-based reasoning with dynamics prediction, creating world models that engage in a form of dialogue between model and agent. Joint MLLM-WM architectures [19], VLA models [52], WorldGPT [64], WorldCoder [13], Text2World [59], and RLVR-World [62] exemplify this paradigm.

The linking topology is a general graph ($mathcal {L}3$): the conversation between MLLM and world model creates cyclic dependencies (the MLLM's plan modifies the world model's predictions, which in turn inform the MLLM's replanning). Link types span all five categories: causal (action effects), associative (semantic similarity between task descriptions and states), contrastive (comparing plan alternatives), hierarchical (task decomposition into subtasks), and semantic (linguistic affinity between states).

From a hypertext perspective, this paradigm instantiates constructive hypertext [29]: the text (simulated world) is not pre-authored but is co-constructed through interaction. The HWM framework reveals a specific limitation: current MLLM-WM systems lack link type awareness. When an MLLM generates a plan and a world model validates it, neither system explicitly represents whether the connection between plan-step and world-state is causal, associative, or merely semantic. Introducing typed links at the MLLM-WM interface could enable more principled plan validation, for instance rejecting plans whose steps are connected only by semantic similarity rather than causal entailment.

SSMs as a Boundary Case. State-space models such as Mamba [22], when applied to world modelling, create exponentially decaying continuous-time links between states. This recency-weighted linking does not fit cleanly into our four topologies. Rather than introducing a premature “$mathcal {L}{1.5}$” category, we flag this as a limitation of the current framework and a direction for future refinement. The principled extension would require formalising how continuous-time decay kernels relate to the discrete link structures of classical hypertext.

5 System Classification

Table 2: Classification of 43 Representative World Model Systems on HWM Axes. We use $mathcal {L}2/mathcal {L}4$ to denote systems exhibiting both branching (discrete action choices) and spatial (continuous navigation) characteristics. Cosmos appears in two clusters: the tokenizer component ($mathcal {L}1$) and the full world foundation model ($mathcal {L}4$).

System

Year

$mathcal {L}$

$mathcal {T}$

α

HWM Notes







Cluster 1: Linear-Determinate






Sora [53]

2024

$mathcal {L}1$

$mathcal {T}3$

.00

No action loop; pure world narrator

GAIA-1 [32]

2023

$mathcal {L}1$

$mathcal {T}1$

.10

Sparse ego conditioning

Cosmos Tok. [51]

2025

$mathcal {L}1$

$mathcal {T}1$

.05

Foundation tokenizer backbone

SVD [7]

2023

$mathcal {L}1$

$mathcal {T}3$

.02

Image-conditioned video; no actions

Make-A-Video [56]

2023

$mathcal {L}1$

$mathcal {T}3$

.00

Text-to-video; no world interaction

CogVideo [31]

2023

$mathcal {L}1$

$mathcal {T}3$

.00

Transformer video generation







Cluster 2: Branching-Explorative






PlaNet [26]

2019

$mathcal {L}2$

$mathcal {T}1$

.50

RSSM predecessor; pixels to plans

World Models [24]

2018

$mathcal {L}2$

$mathcal {T}1$

.50

VAE+RNN; pioneered dreaming

SimPLe [34]

2020

$mathcal {L}2$

$mathcal {T}1$

.45

Video-prediction WM for Atari

DreamerV1 [25]

2019

$mathcal {L}2$

$mathcal {T}1$

.50

RSSM; trail history in ht

DreamerV2 [27]

2020

$mathcal {L}2$

$mathcal {T}1$

.50

Discrete latents

DreamerV3 [28]

2025

$mathcal {L}2$

$mathcal {T}1$

.50

150+ domains; fixed hyperparams

MuZero [54]

2020

$mathcal {L}2$

$mathcal {T}2$

.55

MCTS over learned model

IRIS [45]

2023

$mathcal {L}2$

$mathcal {T}1$

.50

Tokenised lexia vocabulary

Δ -IRIS [46]

2024

$mathcal {L}2$

$mathcal {T}1$

.50

Edit-distance links (λδ)

DIAMOND [1]

2024

$mathcal {L}2$

$mathcal {T}1/3$

.50

Striated traversal; pixel-space

TD-MPC2 [30]

2024

$mathcal {L}2$

$mathcal {T}2$

.55

Scalable continuous control

UniSim [65]

2024

$mathcal {L}2$

$mathcal {T}1$

.45

Universal simulator

PANDORA [63]

2024

$mathcal {L}2$

$mathcal {T}1$

.40

NL actions + video states

iVideoGPT [61]

2024

$mathcal {L}2$

$mathcal {T}1$

.45

Scalable interactive video WM







Cluster 3: Spatial-Immersive






Genie 1 [10]

2024

$mathcal {L}4$

$mathcal {T}4$

.65

Platformer envs from images

Genie 2 [20]

2024

$mathcal {L}4$

$mathcal {T}4$

.70

Foundation env gen; improved fidelity

Genie 3 [21]

2025

$mathcal {L}4$

$mathcal {T}4$

.75

720p/24fps; 1-min ref. integrity

Nav. WMs [4]

2025

$mathcal {L}4$

$mathcal {T}4$

.70

CDiT conditioning

GameNGen [58]

2024

$mathcal {L}2/4$

$mathcal {T}4$

.80

DOOM via diffusion

GameGen-X [12]

2024

$mathcal {L}2/4$

$mathcal {T}4$

.75

Open-world game gen

Oasis [16]

2024

$mathcal {L}2/4$

$mathcal {T}4$

.80

Transformer game engine

Marble [60]

2025

$mathcal {L}4$

$mathcal {T}4$

.60

3D spatial intelligence

Cosmos WFM [51]

2025

$mathcal {L}4$

$mathcal {T}1/4$

.40

Multi-sensor conditioning

V-JEPA 2 [44]

2025

$mathcal {L}4$

$mathcal {T}4$

.45

Latent-only; no pixel gen.

Alpamayo [50]

2025

$mathcal {L}4$

$mathcal {T}1$

.35

Reasoning-based AV decisions







Cluster 4: Dialogic-Co-Constructive






WorldGPT [64]

2024

$mathcal {L}3$

$mathcal {T}2$

.55

LLM as world model

WorldCoder [13]

2024

$mathcal {L}3$

$mathcal {T}2$

.60

Code-based world construction

Text2World [59]

2025

$mathcal {L}3$

$mathcal {T}2$

.55

LLM symbolic WM generation

RLVR-World [62]

2025

$mathcal {L}3$

$mathcal {T}1$

.50

RL with verifiable reward WM

GR00T N1.6 [52]

2025

$mathcal {L}3$

$mathcal {T}1$

.65

VLA for humanoid robots

MLLM-WM [19]

2025

$mathcal {L}3$

$mathcal {T}2$

.50

Synergistic reasoning + sim

6 Architectures Through the HWM Lens

We now analyse the major architectural families through the HWM framework, showing how each creates distinct hypertextual structures.

6.1 Recurrent State-Space Models

The RSSM [25] decomposes latent state into a deterministic component ht = (ht − 1, st − 1, at − 1) and a stochastic component st(st|ht). In HWM terms, ht encodes the trail history, Bush's associative trail [11] rendered computational, while st introduces branching potential at each node. The model operates in the Branching-Explorative paradigm ($mathcal {L}2$, $mathcal {T}1$), with stochastic sampling creating a latent DAG of possible futures. The KL divergence term in the ELBO objective can be interpreted as quantifying the “semantic distance” between alternative narrative branches: high KL indicates strongly divergent futures, analogous to a hypertext choice point where different links lead to substantially different reading experiences.

PlaNet [26], which preceded the Dreamer series, used the same RSSM architecture but with cross-entropy planning (CEM) rather than actor-critic optimisation for action selection. In HWM terms, CEM implements a stochastic search over traversal paths: the agent samples many possible readings of the hypertextual future and selects the one with highest expected value, a form of “speed-reading” multiple narrative branches simultaneously.

6.2 Tokenised Transformer Models

IRIS [45] casts world modelling as sequence prediction over discrete visual tokens. A discrete autoencoder maps each frame into a short sequence of tokens from a learned codebook, and an autoregressive Transformer predicts future token sequences conditioned on past frames and actions. In HWM terms, the codebook functions as a finite vocabulary of world fragments, a set of reusable “lexia” from which world states are composed. The Transformer's self-attention mechanism then acts as a computed link generator [29]: each attention head dynamically creates weighted associations between all token pairs, implementing links computed from content analysis rather than explicit authoring.

Δ -IRIS [46] introduces a key innovation: rather than predicting full frames, it encodes only the stochastic delta between consecutive timesteps. In hypertext terms, this creates edit-distance links (λδ), connections whose semantics are defined by what changed rather than what persists. This is a novel link type with no direct precedent in classical hypertext theory, where links typically connect nodes based on content similarity or hierarchical relationship rather than differential change.

6.3 Diffusion and Flow-Based World Models

DIAMOND [1] applies denoising diffusion to world modelling, generating future frames through iterative refinement of Gaussian noise conditioned on the current state and action. The denoising process can be interpreted as gradual authoring: the world model progressively resolves ambiguity, moving from a maximally uncertain state (pure noise) to a determinate future. Early denoising steps establish coarse global structure, analogous to document outlines, while later steps fill in fine details, analogous to paragraph-level text. This multi-resolution structure introduces hierarchical links (λh) along a resolution axis.

DIAMOND's choice of the EDM (Elucidating the Design Space of Diffusion Models) framework over DDPM is significant from the HWM perspective: EDM provides substantially better stability over long imagination horizons, empirically reducing the per-step error amplification factor δt (formalised in Section 8). In hypertext terms, EDM reduces traversal friction, enabling longer navigational chains before disorientation sets in.

Flow matching [40], an emerging alternative to diffusion, replaces the noise schedule with learned optimal transport paths between distributions. In HWM terms, flow matching creates geodesic links: transitions that follow the shortest path through latent space, potentially reducing the “navigation cost” between states compared to diffusion's more circuitous denoising trajectory.

6.4 Joint-Embedding Predictive Architectures

LeCun's JEPA proposal [37] and Meta's V-JEPA 2 [44] predict in representation space rather than pixel space. Rather than generating future observations, JEPA models predict the latent embedding of future states, avoiding the computational burden of pixel-level generation while preserving the information needed for planning.

In HWM terms, JEPA operates exclusively in a latent hypertext: a structure whose nodes are abstract representations rather than human-interpretable documents. Links are associative (λa), defined by embedding similarity rather than generative entailment. This architectural choice sacrifices readability (human inspection of individual state nodes) for navigational efficiency (fast traversal and planning in latent space). The trade-off recapitulates a tension in hypertext design between richly annotated nodes that support human comprehension and lightweight nodes optimised for machine processing. V-JEPA 2’s demonstrated capability for zero-shot planning suggests that navigational efficiency may suffice for many tasks, but the interpretability cost is real, and the HWM perspective makes this trade-off explicit.

6.5 Language-Grounded World Models

The most recent architectural development couples world models with multimodal large language models, creating systems where natural language serves as both a control interface and a representation medium [19, 64]. WorldCoder [13] takes this further by building world models through code generation: the agent writes Python programs that simulate environment dynamics, creating an explicit, inspectable, and modifiable world model.

In HWM terms, language introduces semantic links (λs) connecting states that share conceptual affinity regardless of causal or spatial proximity. A state in which a cup is on a table is semantically linked to all states involving cups, tables, or placement actions, regardless of dynamic reachability. This creates a densely connected hypertext where navigation can proceed along causal, spatial, or semantic axes simultaneously, enabling the agent and model to engage in a turn-taking dialogue that co-constructs the experienced world. This directly mirrors the reader-text interaction theorised by Landow [36] and Bolter [8].

7 Domain Analysis

Rather than surveying all application domains superficially, we analyse three in depth, demonstrating how the HWM lens produces non-obvious design recommendations that architecture-centric surveys cannot formulate.

7.1 Autonomous Driving: Perspectival Guard Fields

Driving world models [32, 50, 51] face a combinatorial linking challenge: the state space is a product of ego-vehicle, other-agent, and environmental states, creating an exponentially branching DAG. Current systems address this by conditioning on ego-actions while marginalising over other agents, implementing a perspectival constraint.

In HWM terms, this is structurally identical to Bernstein's guard field [5], a narrative device that reveals or conceals links based on the reader's accumulated context. The ego-vehicle is the “reader” whose perspective determines which state transitions are visible. Other agents’ futures are collapsed into probability distributions rather than navigable branches.

The HWM framework reveals a specific limitation: current perspectival constraints are fixed at design time (always ego-centric), whereas hypertext guard fields can be dynamically reconfigured. A driving world model that could temporarily shift perspective, “reading” the world from an oncoming vehicle's viewpoint to assess collision risk, or from a pedestrian's viewpoint to verify visibility, would occupy a different position on the α -axis and could improve safety validation. Concretely, this suggests an architecture with switchable conditioning: the same world model conditioned alternatively on ego-actions, adversary-actions, or joint actions, producing different traversal paths through the same state graph. This recommendation is invisible in architecture-centric surveys but follows directly from the hypertext concept of reader-reconfigurable guard fields.

Furthermore, the agency coefficient varies systematically with autonomy level. SAE Level 2 systems operate at α ≈ 0.3 (the human driver is primary “reader” with the model providing advisory “annotations”), Level 3 at α ≈ 0.5 (shared authorship with human override), and Level 4+ at α ≈ 0.7 (model and agent as collaborative co-authors of the trajectory). This progression mirrors hypertext's own evolution from author-controlled to reader-driven navigation.

7.2 Interactive Environments: Hierarchical Referential Integrity

Genie 3’s [21] core achievement, maintaining consistent environments for minutes of free exploration at 24 fps, is a direct implementation of referential integrity in generated hypertext. When a user navigates away from a location and returns, the model must ensure consistency despite the intervening trajectory being entirely user-driven. This is Halasz's referential integrity problem [29] transposed to generated content.

Genie 3’s visual memory (recall extending ∼ 1 minute) implements a bounded version: integrity degrades beyond the memory window, creating a “forgetting horizon” that is the temporal analogue of a hypertext system's link-update propagation boundary. DeepMind acknowledges this limitation: the model “can support a few minutes of continuous interaction, rather than extended hours” [21].

The HWM analysis suggests a specific improvement: hierarchical referential integrity, where coarse environmental structure (room layout, major landmarks, terrain topology) is maintained indefinitely via a persistent spatial graph ($mathcal {L}4$ at the coarse level), while fine details (object positions, lighting, surface textures) are maintained only within the memory window ($mathcal {L}1$ at the fine level). This mirrors multi-level caching in large-scale hypertext systems, where document structure is cached globally while content loads on demand. The practical architecture would couple a lightweight persistent 3D scene graph with Genie 3’s frame-level autoregressive generator, the scene graph providing structural anchors that prevent long-horizon drift.

GameNGen [58] illustrates a complementary approach: by training on a specific game (DOOM), it achieves stronger referential integrity within that domain because the game's fixed geometry provides implicit structural anchors. In HWM terms, DOOM's level geometry functions as a pre-authored spatial hypertext that constrains the model's generative freedom, trading agency for consistency.

7.3 Robotic Manipulation: Physical Link Axioms in Practice

Robotic manipulation tasks [52, 66] require world models that capture physical constraints, rigidity, friction, gravity, contact dynamics, as inviolable transition rules. In HWM terms, physical laws function as link axioms: structural constraints that no valid traversal may violate, analogous to integrity constraints in database-backed hypertext systems.

The emergence of foundation world models for robotics [43, 52] represents a shift from task-specific hypertext (a single document tailored to one reading purpose) to general-purpose hypertext (a docuverse from which multiple task-relevant reading paths can be extracted). NVIDIA's GR00T N1.6, for instance, trains a single world model across multiple humanoid platforms (YAM, AgiBot Genie-1, Unitree G1), then fine-tunes for specific tasks, analogous to a universal hypertext corpus from which domain-specific views are extracted through specialised link filters.

The HWM lens reveals that current robotic world models under-utilise contrastive links (λx). When a manipulation plan fails, agents typically replan from scratch rather than analysing counterfactuals: “what would have happened if the grasp angle had been 10 degrees different?” Explicitly maintaining contrastive links between executed and alternative trajectories would support more efficient learning from failure, a form of “what-if” navigation that hypertext supports naturally through bidirectional linking.

7.4 Case Study: A Testable HWM Prediction for Genie 3

To demonstrate that the HWM framework generates falsifiable claims rather than merely descriptive labels, we derive a specific testable prediction for Genie 3 [21], which is publicly accessible to Google AI Ultra subscribers.

Genie 3 operates at $mathcal {L}4$ (spatial continuum) with bounded referential integrity: its visual memory extends approximately one minute. In HWM terms, this means the system maintains link validity (consistency between revisited nodes) only within a temporal window. The framework predicts that referential integrity should degrade faster when the user's trajectory has high cycle density (frequent revisitations of previously explored areas) than when the trajectory follows a linear exploration path. The reasoning is hypertextual: cyclic traversal stresses the bounded memory window by requiring simultaneous consistency across multiple revisited nodes, whereas linear traversal only requires forward consistency. Concretely, a user who walks in circles through a Genie 3 environment should observe visual inconsistencies earlier than a user who walks in a straight line, even if both sessions have the same total duration.

This prediction is testable with Genie 3’s public interface: generate two environments from the same prompt, explore one linearly and one cyclically, and measure the timestep at which visual inconsistencies first appear. If confirmed, it would validate the HWM framework's analytical utility; if refuted, it would reveal that Genie 3’s memory mechanism is more sophisticated than a simple bounded window, requiring refinement of the $mathcal {L}4$ characterisation. We propose this experiment as immediate future work.

7.5 Empirical Validation: Traversal Friction in DreamerV3 vs. DIAMOND

To move beyond purely analytical claims, we present a preliminary empirical comparison of two Cluster 2 systems that share the same linking topology ($mathcal {L}2$) and agency coefficient (α ≈ 0.50) but differ in traversal modality: DreamerV3 [28] ($mathcal {T}1$, sequential) and DIAMOND [1] ($mathcal {T}1/mathcal {T}3$, striated). The HWM framework predicts that striated traversal should exhibit lower hypertextual friction than pure sequential traversal, because the diffusion-based per-frame generation ($mathcal {T}3$ within each step) acts as an error-correcting mechanism that pure autoregressive unrolling lacks.

We model error compounding using Equation 1 with per-step amplification factors estimated from published ablations: δt ≈ 0.035 for DreamerV3’s RSSM (based on reconstruction quality degradation beyond the default horizon H = 16 [28]) and δt ≈ 0.018 for DIAMOND's EDM framework (based on its reported stability advantage over DDPM, which exhibits δt ≈ 0.055 [1]). Table 3 reports cumulative error and the navigational radius, defined as the rollout horizon at which cumulative error reaches 2 × the initial error.

Table 3: Traversal Friction: Cumulative Error by Horizon

Horizon

DreamerV3

DIAMOND

DIAMOND


($mathcal {T}1$)

EDM ($mathcal {T}{1/3}$)

DDPM ($mathcal {T}{1/3}$)

5

1.19

1.09

1.31

10

1.41

1.20

1.71

16

1.73

1.33

2.36

20

1.99

1.43

2.92

30

2.81

1.71

4.98

50

5.59

2.44

14.54

Nav. radius

21 steps

39 steps

13 steps

The results support the HWM prediction. DIAMOND-EDM's striated traversal extends the navigational radius by 86% (39 vs. 21 steps) compared to DreamerV3’s sequential traversal, despite both systems operating at the same $mathcal {L}2$ topology and α ≈ 0.50. At DreamerV3’s default imagination horizon of H = 16, DIAMOND-EDM accumulates 1.30 × less error. This lower friction correlates with downstream performance: DIAMOND achieves a mean human-normalized score (HNS) of 1.46 on Atari 100k, compared to 1.097 for DreamerV3, 1.046 for IRIS, and 1.266 for STORM [1], all of which use pure $mathcal {T}1$ traversal.

We emphasise that this analysis is model-based rather than directly experimental: the δt values are estimated from published ablations rather than measured through controlled experiments. Nevertheless, the consistency between the HWM-predicted friction advantage and the observed performance gap provides preliminary evidence that the traversal modality axis captures a real and consequential structural distinction.

8 Open Problems

8.1 Hypertextual Friction

The “lost in hyperspace” problem [14] has a direct computational analogue: compounding prediction error over long rollouts. Let ϵt denote prediction error at step t. In autoregressive world models, errors compound approximately as:

begin{equation} epsilon T le prod {t=1}^{T} (1 + delta t) cdot epsilon 0 end{equation} (1)


where δt is the per-step error amplification. This multiplicative bound, well-known in the model-based RL literature [28], is the computational analogue of navigational disorientation. DIAMOND [1] empirically demonstrates that the EDM diffusion framework significantly reduces δt compared to DDPM, improving long-horizon stability on Atari. Genie 3 extends coherence to minutes but acknowledges that “inaccuracies tend to accumulate over time” [21].

We propose latent navigation maps: compressed persistent representations providing global orientation independent of trajectory-level predictions. V-JEPA 2’s [44] latent space may provide the substrate. This directly imports hypertext's structural navigation aids (site maps, breadcrumbs) into world model design.

8.2 The Coherence Trap

Perceptually convincing but dynamically incorrect futures constitute link integrity failure: visually valid transitions violating semantic constraints. DIAMOND [1] concretely illustrates this: its Atari world model sometimes permits double-jumps impossible in the actual game. Genie 3’s self-supervised physics may learn visually plausible but subtly incorrect dynamics.

We propose physical link axioms: formally specified transition constraints, analogous to database integrity constraints in hypertext systems, implementable via rejection sampling or physics-informed loss terms.

8.3 Provenance Opacity

No current world model provides provenance for predictions. When a driving world model predicts that a pedestrian will stop, there is no mechanism to trace why. This is Nelson's Xanadu problem [48] for generated content. Interpretable world modelling with transitions carrying provenance metadata (attention attribution, uncertainty estimates) is critical for safety applications.

8.4 Research Agenda

We propose six concrete directions at the intersection of world models and hypertext theory:

(1) Typed transition interfaces. Develop formal type systems for world model transitions that distinguish causal, associative, contrastive, hierarchical, and semantic links. This would enable richer querying of predicted state spaces (“show me all states causally reachable from here” vs. “show me all states semantically similar to here”) and more principled planning. The practical implementation might extend the attention mechanism with explicit link-type heads.

(2) Multi-resolution linking architectures. Design world models with explicit hierarchical structure: coarse-grained scene graphs linked to fine-grained physics simulations, enabling hierarchical referential integrity as discussed in Section 7. The practical substrate may be graph neural networks for coarse structure coupled with diffusion generators for fine detail.

(3) Bidirectional and lateral traversal. Enable backward navigation (“what states could have led here?”) and lateral navigation (“what parallel states exist at this timestep?”), extending the unidirectional forward rollout of current models. This is computationally expensive but would support richer counterfactual reasoning and debugging of model failures.

(4) Reader agency metrics. Develop standardised quantitative measures of agent control over world model traversal (operationalising α), enabling principled comparison across systems and informing the design of human-in-the-loop world modelling interfaces.

(5) Link provenance infrastructure. Build world models with built-in provenance tracking for transitions, enabling auditability and trust calibration for safety-critical domains. Lightweight approaches might store attention attribution summaries rather than full computation traces.

(6) Hypertextual evaluation benchmarks. Design evaluation protocols that assess not only prediction accuracy but also navigational richness: branching factor, cycle structure, semantic link diversity, and referential integrity duration. Current benchmarks such as Atari 100k and WorldSimBench [39] measure prediction quality but not structural richness. A “HyperBench” that evaluates world models on traversal coherence, counterfactual consistency, and provenance availability would directly operationalise the HWM framework.

9 Not Just Relabeling

A natural objection: HWM relabels state graphs as “hypertexts” and error compounding as “friction.” We respond substantively.

First, individual correspondences are the starting point, not the contribution. State graphs carry no normative commitments about how knowledge should be structured, navigated, or made transparent. HWM imports hypertext's normative programme (reader agency as a design value, link integrity as a correctness criterion, provenance as a requirement) into a field that currently treats these as optional.

Second, the framework yields non-obvious recommendations: perspectival guard fields for driving models (Section 7), typed MLLM-WM interfaces (Section 4), hierarchical referential integrity for interactive environments, and latent navigation maps (Section 8). Each is a specific architectural suggestion motivated by a hypertext principle directed at a concrete limitation.

Third, HWM reveals cross-domain structural isomorphisms invisible to existing taxonomies. DreamerV3 (RL), Genie 3 (interactive environments), and WorldCoder (code generation) share hypertextual profiles despite different architectures and domains, suggesting transferable design principles that architecture-focused taxonomies cannot formulate.

10 Related Work

Several recent surveys have organised the world model literature. Ding et al. [17] provide the most comprehensive review to date (ACM Computing Surveys, 2025), distinguishing between world models for understanding (state representation) and prediction (future state generation) and covering over 200 papers. Li et al. [38] focus on embodied AI, proposing a three-axis taxonomy of functionality (decision-coupled vs. general-purpose), temporal modelling (sequential vs. global), and spatial representation. Zhang et al. [66] survey world models for robotic manipulation, examining learning paradigms and task scopes. Feng et al. [19] analyse the convergence of MLLMs and world models for embodied AI. Lin et al. [39] introduce WorldSimBench for evaluating video generators as world simulators.

Our work differs from these surveys in three fundamental ways. First, we adopt a hypertext-theoretic rather than architectural or application-domain lens, revealing structural patterns (the four paradigm clusters) that cut across existing categorical boundaries. DreamerV3 and DIAMOND share a cluster despite different architectures; Genie 3 and navigation world models share a cluster despite different application domains. These cross-cutting patterns are invisible to single-axis taxonomies. Second, we provide a formally grounded framework (Definition 1) with operationalised metrics: the worked α examples for DreamerV3, Sora, and Genie 3 demonstrate that the agency coefficient is measurable, not merely conceptual. Third, we identify problems (the coherence trap as link integrity failure, provenance opacity as Xanadu's unmet promise, hypertextual friction as the lost-in-hyperspace problem) that are invisible to computational analysis but become apparent when world models are viewed as knowledge structures.

Within the hypertext literature, our work connects to several recent contributions. Anderson [2] analyses the future of spatial hypertext; we extend his framework to computationally generated spatial structures such as Genie 3’s navigable environments. At HT ’25, Liu and Almeda [41] introduced the concept of hypertextual friction in the algorithmic web, examining how AI-mediated interfaces create friction that shapes reader agency. Our use of “hypertextual friction” in Section 8 was developed independently but addresses the same underlying phenomenon transposed to generative world models; the convergence suggests that friction is emerging as a unifying concern across hypertext subfields. Bernstein [6] asks “What is it like to be augmented?”, extending Engelbart's augmentation framework to contemporary AI systems. Our α -axis directly operationalises this question: the agency coefficient measures the degree to which an agent is augmented by (vs. authored by) a world model. Antonini et al. [3] examine the aesthetics of literary hypertext in the age of AI-generated content, raising questions about authorship and reader experience that parallel our Dialogic-Co-Constructive cluster. Nuernberg and Atzenbeck [49] argue that “it really is structure, all the way down”, advocating for structural hypertext as a foundational abstraction; our HWM framework instantiates this claim by showing that world models are, structurally, hypertexts. Brett et al. [9] present LUTE, a hypertextual mixed reality game engine, demonstrating that hypertext principles are already being applied to interactive spatial environments, precisely the domain our Spatial-Immersive cluster addresses.

The paper engages with the HT ’26 research tracks on hypertext in AI interfaces, augmentation principles for human-machine collaboration, and preservation of meaningful reader agency in automated systems, as described in the conference call for papers.

11 Limitations

We acknowledge several limitations. First, while Section 7.5 provides preliminary empirical validation through model-based error compounding analysis, the δt values are estimated from published ablations rather than measured through controlled experiments; direct experimental validation remains future work. The case study in Section 7.4 proposes a testable prediction but does not report experimental results. Second, the agency coefficient α requires judgment in assignment; while we provide worked examples for three systems, the remaining 40 assignments are based on published descriptions without access to system internals. Inter-rater reliability was assessed on a subset of 15 systems with high agreement (κ ≥ 0.90 on all categorical axes, r = 0.99 for α); extending this assessment to all 43 systems remains future work. Third, our link type operationalisation (identifying λc, λa, λx, λh, λs through gradient attribution, attention analysis, etc.) remains a proposed research programme rather than a demonstrated capability. Fourth, the four-topology scheme ($mathcal {L}1$–$mathcal {L}4$) does not cleanly accommodate all architectures, as the SSM boundary case illustrates. We view these limitations not as weaknesses but as explicit invitations for the community to refine, critique, and empirically test the framework.

12 Conclusion

This survey has argued that world models are, at a fundamental structural level, hypertexts: nonlinear, multi-path knowledge structures in which nodes (latent states) are connected by typed links (transitions) and navigated by reader-agents whose traversal co-constructs the experienced “text” of simulated reality. By formalising this correspondence through the Hypertextual World Model framework and classifying 43 systems along three axes (Linking Topology, Traversal Modality, and Authorial Agency), we have identified four paradigm clusters that reveal structural patterns invisible to existing surveys and exposed three critical open problems rooted in hypertext theory.

The implications extend in both directions. For the world model community, the HWM framework provides a vocabulary for articulating design choices, branching factor, link typing, agency distribution, referential integrity, that are currently made implicitly. The specific recommendations generated by the framework (perspectival guard fields, hierarchical referential integrity, typed MLLM-WM interfaces, latent navigation maps) demonstrate that the hypertext lens is not merely descriptive but generative of engineering insight. For the hypertext community, world models represent a new and consequential instantiation of hypertextual principles in which the “text” is a dynamically generated simulation of reality, and the “reader” is an autonomous agent navigating possible futures.

As systems like Genie 3 scale toward persistent, interactive, physically grounded world simulation, the hypertext community's six decades of experience with nonlinear knowledge structures, reader agency, link integrity, and provenance tracking become not merely relevant but essential. The future of world models is irreducibly hypertextual, and the future of hypertext must engage with the challenge of computationally generated worlds.

Acknowledgments

Acknowledgements omitted for review.

Source


    Imported from ACM’s structured HTML source. ACM Reference Format: Raghav Sharma, Manan Mehta, and Adit Kotwal. 2026. Navigating Latent Worlds: A Hypertextual Taxonomy of World Models as Nonlinear Knowledge Structures. In 37th ACM Conference on Hypertext (HT '26), September 14--18, 2026, London, United Kingdom. ACM, New York, NY, USA 11 Pages. https://doi.org/10.1145/3800935.3830860

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