: Learning Continuous Latent Action World Models via Adversarial Latent Regularization

Tewodros W. Ayalew1, Matthew Jeung1,*, Samuel Wheeler3,*, Xiao Zhang1,
Andre de la Cruz Arce1, Kaylene Stocking2, Michael Maire1, Matthew R. Walter2

1University of Chicago · 2Toyota Technological Institute at Chicago · 3Argonne National Laboratory
*Equal contribution

 arXiv  VideoComing soon  CodeComing soon  WeightsComing soon
CLAW overview

TL;DR

CLAW jointly learns continuous latent actions and a diffusion world model from action-free video using adversarial latent regularization.

Method

A Latent Action Model infers actions from frame pairs; a diffusion world model predicts futures from the initial frame and those latents. We introduce a gradient-reversal branch to adversarially regularize latent actions, resulting in strong disentangling of actions from observations.

CLAW architecture
LAM + adversarial regularization + diffusion world model, trained jointly on raw video.

Latent Action Model

A ViT encoder reads consecutive frames (oi, oi+1) and outputs a continuous latent action zi, L2-normalized on the unit sphere: an inverse-dynamics representation of the transition.

Diffusion world model

A UViT diffusion model denoises future frames conditioned on the initial frame and inferred latents. A causal attention mask keeps noised targets from seeing future actions or observations.

Gradient-reversal regularization

The world model runs two shared-weight paths: (oi, zi) and zi alone. A gradient-reversal layer on the z-only path blocks latents from encoding future pixels while the standard path keeps transition structure.

What you can do with CLAW

We evaluate the same pretrained model on the following settings without retraining the world model.

Imitation learning from observation

Behavior cloning in latent space from expert videos, with nearest-neighbor grounding to labeled transitions at execution time.

42% close drawer on OGBench (vs. 29% AdaWorld)

Goal-directed visual planning

MPC over planned latent-action sequences in the learned dynamics model, with nearest-neighbor execution on tabletop manipulation benchmarks.

43% RoboDesk upright block (vs. 5% AdaWorld)

Latent Action Policy Learning

Policy pretraining on inferred latent actions from human video (Something-Something V2), then finetuning on a small set of real-robot demos.

Best progress on both real-world tasks

Visual Planning

On VP2 tabletop manipulation, CLAW plans latent-action sequences with MPC and executes them via nearest-neighbor retrieval from a small labeled reference set.

RoboDesk VP² planned rollout
RoboDesk VP² execution
Planned rollout (MPC)
RoboDesk VP2 execution
Robosuite VP² planned rollout
Robosuite VP² execution
Planned rollout (MPC)
Robosuite VP2 execution

Latent Action Transfer

Latent actions from a source video are rolled out on a new scene. Gripper motion transfers faithfully; object motion adapts to the target, showing disentangled, reusable actions.

Transferred rollout: source latent actions applied to a target initial frame

Latent Action Retrieval

On Robosuite, nearest neighbors in CLAW's latent space match end-effector motion, not just scene appearance.

Query transition (Robosuite)
Query transition
CLAW top neighbors CLAW
AdaWorld top neighbors AdaWorld
LAPO top neighbors LAPO
Closest latent action retrieval via L2 nearest-neighbor on Robosuite (top-3 neighbors per method). Grayscale frames with optical flow overlaid.

Latent Action Structure

On Crafter, UMAP embeddings of latent actions (colored by ground-truth labels for visualization only) show that CLAW organizes transitions into locally action-consistent regions, without action supervision or a discrete codebook.

UMAP comparison of latent actions across methods on Crafter
Latent actions from matched transitions, projected independently per method. Legend chips are Crafter controls (arrows = movement; 0 = no-op).

Real-World Latent Action Policy

World model pretrained on Something-Something V2 (human video only). An ACT policy is pretrained on inferred latent actions, then finetuned on 50 teleoperated demos per task on a tabletop UR5.

CLAW
Scratch
LAPA
AdaWorld
CoMo

Same architecture and finetuning budget; only the latent-action pretraining signal differs.

Limitations

Like other video world models, CLAW learns what transitions look like, not which ones the environment permits, so it can generate futures that would never occur.

Implausible Crafter rollout over water
Implausible rollout. Given a latent for moving up into water, the environment would block the move, but the world model instead “fills in” sand and advances the agent.
Ninja action transfer with environment lights treated as action
Agent vs. environment change. The LAM encodes any visual change, including lights that appear in the scene, so environment-driven events can be entangled with agent actions.

Evaluation

Robotics-focused evaluation on VP2 (Robosuite, RoboDesk), OGBench UR5 manipulation, and a real-world UR5 arm, trained only on task-agnostic play / human video. Additional game benchmarks (Crafter, Procgen) are in the paper.

Evaluation environments

Paper

BibTeX

Citation
@article{ayalew2026clawlearningcontinuouslatent,
      title={{CLAW}: Learning Continuous Latent Action World Models via Adversarial Latent Regularization},
      author={Tewodros Ayalew and Matthew Jeung and Samuel Wheeler and Xiao Zhang and Andre de la Cruz Arce and Kaylene Stocking and Michael Maire and Matthew R. Walter},
      year={2026},
      journal={arXiv preprint arXiv:2606.04130},
}