实现交互式世界模型的精确状态迁移,支持毫秒级无缝切换。
Stateful Worlds, Stateless Elasticity: Exact-State Serving for Interactive World Models

- 通过比特完全一致的缓存迁移技术,实现在同一节点18.8毫秒内完成状态转移。
- 在100Gb网络下达到92.1-94.8 Gb/s吞吐率,确保生成过程连续无差错。
- 适用于需要精确状态保持的实时交互场景,如虚拟世界服务与大规模部署。
一个持久的交互式世界模型将其运行状态保留在服务于它的GPU上:一个数吉字节的注意力缓存,几乎每生成一步都会被重写。该状态无法在交互时间内重新计算或近似,否则将改变世界行为,因此活跃会话必须绑定设备。这种绑定带来调度难题。WorldMove在唯一保证下移动活跃会话:目标设备与源设备比特完全一致,否则不执行迁移。它在同节点迁移缓存仅需18.8毫秒,比传统保存/加载快101倍;在100Gb网络下实现92.1–94.8 Gb/s的校验吞吐率。以该速率,缓存可容纳于一个交互块内。迁移过程中,生成会话在块边界收敛,目标端继续生成与源端完全一致的世界状态。迁移决策由可接受性条件决定:必须在读出窗口内完成,且带宽足以覆盖状态总量及其脏数据速率。该条件扩展为集群可调度性测试,成功实现了跨两家云服务商48次迁移均比特一致。两个结构性约束存在:比特精确性仅能在单一GPU架构配置中维持,因此状态迁移是交互时间内保持精确性的唯一途径。验证不能隐藏在链路中;接收路径的校验会在广播汇聚时导致传输阻塞,而未调度的聚集(incast)会无声崩溃接收端,尽管所有字节都正确。采用感知聚集的准入控制器,在1.4倍负载下实现零误判,并将过载拒绝。一种无损GPU编码器拓宽了准入门限,使原本无法使用的链路得以利用。我们分别端到端测试了服务循环与迁移器,二者组合在同一链路上尚未实现。精确状态弹性是一个涉及传输与验证的联合调度问题。
原文摘要 · Abstract (English)
A persistent interactive world model keeps its running state resident on the GPU that serves it: a multi-gigabyte attention cache, almost all of it rewritten at every generation step. That state cannot be recomputed in interactive time or approximated without changing the world, so a live session pins its device. The pin is a scheduling problem. WorldMove moves a live session under one guarantee: the destination is bit-identical to the source, or nothing is installed. It relocates the cache in 18.8 ms same-node, 101x faster than save/load. It holds a checksum-verified 92.1-94.8 Gb/s on a 100 Gb fabric. At that rate the cache fits inside one interactive block. Migrating an actively generating session, it converges at a block boundary and the destination continues the world bit for bit. An admissibility condition decides each move. The move must complete inside the readout horizon, over bandwidth that covers the state plus its dirty rate. Lifted to a fleet schedulability test, it governed a consolidation loop that executed 48 of 48 migrations bit-identical across two providers. Two constraints are structural. Bit-exactness survives only inside a controlled configuration of one GPU architecture, so moving the state is the only way to preserve it exactly in interactive time. Verification cannot hide inside the wire on this fabric. Receive-path checksums stall the transport at protocol timescales under fan-in, and unscheduled incast silently collapses a receiver while every delivered byte stays correct. An incast-aware admission controller holds zero misses to 1.4x offered load and sheds overload as rejects. A lossless GPU codec widens the admission gate to fabrics raw motion cannot use. We exercise the serving loop and the mover separately, each end to end. Their composition on one fabric is unbuilt. Exact-state elasticity is a joint scheduling problem over transport and verification.
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