Introduction

Today, we are thrilled to announce PAN 2, a foundation world model for physical intelligence.

Much of what makes an AI system intelligent with language comes from its ability to predict the next word. Physical intelligence, competence in acting in the physical world, rests in the same way on predicting the next world, or simulating how it will change in response to actions. Catching a ball requires anticipating contact and timing; pouring a cup of coffee, the physics of liquid flow; and stepping around a passer-by, the trajectory of another person across viewpoints. A system’s physical intelligence thus lies not in the abstract quality of its representations or the dexterity of its actions alone, but in how faithfully it can simulate the consequences of those actions. These simulations must produce observations that can be checked against the real world.

We call a model with this ability a world model, and it enables simulative reasoning, where an agent imagines the outcomes of its candidate actions before choosing among them. The more faithful the simulation, the closer those choices come to the right ones in the real world, and the more an agent can learn and plan without costly, slow or irreversible physical trials. To be useful, the simulated futures must be physically plausible sequences of consequences rather than renderings of whatever outcome that was requested. What it means to simulate the world well can be broken down into six dimensions of physical intelligence (6D-PI), from obeying the laws of physics to keeping the world moving on its own (see Evaluating World Models).

PAN 2 is designed to deliver this simulation at scale. It follows the Generative Latent Prediction (GLP) architecture, which learns latent world states through supervision on the next observations they reconstruct. A large language model (LLM), the conceptual reasoning backbone, predicts the next world state as a structured, time-grounded description of who acts, when, and how the camera moves. A latent diffusion model (LDM), the perceptual reasoning backbone, then predicts the perceptual detail that language leaves open, such as contact, deformation, and motion. An external agent can compare these simulated outcomes, revise plans, and choose what to execute, with new observations informing subsequent reasoning.

We build PAN 2 by coupling a pretrained LLM for conceptual reasoning with a perceptual reasoning backbone that we train from scratch on diverse real-world footage, and designing the text-based state representation that connects them. Its simulations must preserve action timing, physical interactions, and spatial coherence. This motivates PAN 2’s grounding in time, physics, and space.

How PAN 2 compares

PAN 2 is built for AI agents to use, so we judge it mainly by automated checks of what its simulations show. We build our own test cases for the six dimensions of physical intelligence (6D-PI) and for multi-step plans (see Evaluating World Models), and complement them with public physics (Physics-IQ) and robotics (RBench) benchmarks. PAN 2 completes 75.1% of individual steps and 34.0% of full plans, achieving the highest full-plan completion among the models we studied while remaining competitive on single actions across the six dimensions. It would also rank first among open models and third overall on Physics-IQ Verified in the public leaderboard setting. We also assess simulation quality through blinded human comparisons based on action adherence, physical plausibility, and world consistency. PAN 2 ranks second among the four evaluated open models.

PAN 2Higher is better
aSimulationOur test casesCLOSED MODELSOPEN MODELSMulti-step plansFull-plan completion (%)FLUX 3† · full-plan completion (multi-step plans): 26.8Seedance 2.5† · full-plan completion (multi-step plans): 24.5Cosmos 3 Super · full-plan completion (multi-step plans): 9.5LTX-2.5 · full-plan completion (multi-step plans): 4MiniMax-H3 · full-plan completion (multi-step plans): 32.5PAN 2 · full-plan completion (multi-step plans): 34Single actionsSix dimensions (%)FLUX 3† · six dimensions (single actions): 77.41Seedance 2.5† · six dimensions (single actions): 78.59Cosmos 3 Super · six dimensions (single actions): 68.32LTX-2.5 · six dimensions (single actions): 61.3MiniMax-H3 · six dimensions (single actions): 87.2PAN 2 · six dimensions (single actions): 84.48FLUX 3†Seedance 2.5†Cosmos 3 SuperLTX-2.5MiniMax-H3PAN 2Independently scaled percentagesbPhysicsPhysics-IQ Verified · leaderboard settingCLOSED MODELSOPEN MODELSFLUX 3† · Physics-IQ score · axis begins at 39: 51.11Seedance 2.5† · Physics-IQ score · axis begins at 39: 42.43Cosmos 3 Super · Physics-IQ score · axis begins at 39: 48.62MiniMax-H3 · Physics-IQ score · axis begins at 39: 39.8PAN 2 · Physics-IQ score · axis begins at 39: 49.38FLUX 3†Seedance 2.5†Cosmos 3 SuperMiniMax-H3PAN 2Physics-IQ score · axis begins at 39cRoboticsRBenchCLOSED MODELSOPEN MODELSFLUX 3† · RBench score ×100 · axis begins at 50: 57.96Seedance 2.5† · RBench score ×100 · axis begins at 50: 56.38Cosmos 3 Super · RBench score ×100 · axis begins at 50: 50.64MiniMax-H3 · RBench score ×100 · axis begins at 50: 56.16PAN 2 · RBench score ×100 · axis begins at 50: 57.04FLUX 3†Seedance 2.5†Cosmos 3 SuperMiniMax-H3PAN 2RBench score ×100 · axis begins at 50dHuman judgmentBlinded pairwise preference on action adherence,physical plausibility, and world consistencyOPEN MODELSCosmos 3 Super · Elo · axis begins at 1300: 1380LTX-2.5 · Elo · axis begins at 1300: 1346MiniMax-H3 · Elo · axis begins at 1300: 1620PAN 2 · Elo · axis begins at 1300: 1595Cosmos 3 SuperLTX-2.5MiniMax-H3PAN 2Elo · axis begins at 1300

About these results

We compare PAN 2 with the open models Cosmos 3 Super, LTX-2.5 and MiniMax-H3, and the closed models FLUX 3 and Seedance 2.5. Each plot uses its own labeled scale, and higher is better throughout. †Closed models, generated once; blocked or unreturned videos are excluded.

Single-action evaluation pools judged questions on the six dimensions across image-to-video and text-to-video; multi-step plan evaluation pools full-plan completion across both text-to-video and image-to-video. Physics-IQ uses submitted leaderboard configurations, where FLUX 3 uses Claude Opus 5.5 prompts without best-of-N, and PAN 2 uses Claude Opus 5.5 as its conceptual reasoning backbone. RBench uses Cosmos 3 Super’s Reasoner, MiniMax-H3’s official prompt skill with Kimi-K3, and PAN 2 with GPT-6 Astra as its conceptual reasoning backbone.

For human judgment, reviewers compared simulations side by side, without knowing which model made them, and chose the better one or a tie based on action adherence, physical plausibility, and world consistency; Bradley–Terry fits turn these choices into Elo ratings. PAN 2 uses GPT-6 Astra as its conceptual reasoning backbone.

Architecture

How does PAN 2 turn an action instruction into a simulated future? The answer lies in how it splits reasoning from rendering. The PAN 2 architecture comprises an encoder, a backbone that reasons by predicting the next state, and a visual decoder that renders that state into the next observation. Formally, PAN 2 models the next observation, a video, given the current observation (an optional image with text) and an action (an instruction in text with the duration to simulate), through estimated latent states, as shown in the equation below:

p(ot+1∣ ot,at) = ∑s^t,s^t+1 ph(s^t∣ot)⏟ encoder pf(s^t+1∣s^t,at)⏟ backbone pg(ot+1∣s^t+1)⏟ decoder
The GLP decomposition: the encoder h estimates a latent state ŝt from the current observation, the backbone f predicts the next state given the action, and the decoder g reconstructs the next observation from it.
PAN 2 architecture illustrated with a surfing sequence. Semantic and VAE encoders represent the starting observation. The conceptual reasoning backbone, an LLM, predicts time-grounded text-based states from action inputs. Within the perceptual reasoning backbone, an LDM implemented as an MMDiT, text tokens and video latents interact through joint attention. A VAE decoder maps video latents to simulated observations showing a surfer paddling, standing on the board, and riding along the wave.
The conceptual reasoning backbone predicts a time-grounded text-based state; the perceptual reasoning backbone resolves its visual details into video latents, which the VAE decoder maps to observations.

From reasoning to simulation

The encoder represents the starting observation in two ways: the vision encoder of a pretrained vision-language model captures its conceptual content, while a VAE encoder preserves perceptual detail as video latents. The conceptual reasoning backbone, an LLM, uses the observation and the action to predict a text-based next state comprising global scene attributes and time-grounded events. The perceptual reasoning backbone, an LDM implemented as an MMDiT, uses this text-based state and optional starting-frame latents to predict video latents over a window of up to 20 seconds. The VAE decoder renders these latents into observation frames. The text-based state serves as the intermediate representation between the two backbones: the LLM reasons explicitly about events, actions, and camera motion, while the LDM predicts the perceptual details the description leaves open.

s^t= (s^tc, s^tp)= (hsem(ot), hVAE(ot)) s^t+1= (s^t+1c, s^t+1p) ∼ pLLM(s^t+1c∣s^tc,at)⏟ conceptual reasoningbackbone pLDM(s^t+1p∣s^tp,s^t+1c)⏟ perceptual reasoningbackbone
Each state has a conceptual part ŝc, the text-based state from the semantic encoder, and a perceptual part ŝp, the video latents from the VAE encoder. The backbone predicts them in two steps: the LLM writes the next conceptual state from the action at, and the LDM predicts the next perceptual state conditioned on it.

Both backbones operate on latent states, with the perceptual state decoded into observations. Supervision on these generated observations grounds latent-state learning in the observed world.

Evaluating World Models

A simulation can look right and still be wrong. A door may swing open before it is unlocked, or the camera may barely turn when asked to look behind. Metrics of video quality don’t catch this, so we built our own test cases, organized around the six dimensions of physical intelligence: physical consistency, causal coherence, entity persistence, constraint satisfaction, viewpoint invariance, and objective dynamism. Together, they ask whether simulations obey physical laws, follow actions in order, preserve entities and their states, respect action prerequisites, keep the world unchanged as the camera moves, and keep the world moving beyond the agent’s actions. We run them in two studies, single actions and multi-step plans; a VLM judge answers yes/no questions about each simulation, and VGGT-Ω verifies camera motion from estimated geometry.

Select a study to see how one simulation is scored.

Single actions ask whether a simulated action produces consequences consistent with the six dimensions. Each test case gives a starting observation (an optional image and text) and an action, covering image-to-video and text-to-video; most test several dimensions at once.

How it’s scored

We use VLM judges to answer one action question and one question for each dimension the test case is tagged with, and use VGGT-Ω to evaluate camera movements. Action completion gates only the designated persistence checklist questions, rather than every dimension. Scores pool passed questions over judged questions, excluding unclear answers. For viewpoint invariance, the geometric check measures whether the camera follows the command, as most benchmarks do; whether the world stays unchanged as it moves is tested in part through entity persistence.

Example LTX-2.5, I2V, seed 125

start image + prompt

The hand pours all of the juice from the wide tumbler into the tall narrow glass and sets the empty tumbler back down.

tagged: Constraint satisfaction, Physical consistency, Objective dynamism

0.2 stumbler full, glass empty

Judge verdict
passPhysical consistency: the juice starts low in the wide tumbler

Judge

Objective dynamismVLMPours from the tumbler into the glass?pass
Physical consistencyVLMJuice stands much higher in the narrow glass?pass
Constraint satisfactionVLMAll of the juice ends up in the narrow glass?tumbler still fullfail
dimension checks passed2/3

Full plans compound on single steps

Across all six models, full-plan completion is lower than step completion because errors accumulate across a plan. The results follow a single compounding curve (R² = 0.986): as individual steps become more reliable, each improvement yields a larger gain in full-plan completion. The fitted curve suggests that raising step completion from 75% to 90% would roughly double full-plan completion, from one-third to two-thirds.

Full-plan completion against step completion for six models, with the fitted compounding curve30%40%50%60%70%80%90%100%0%20%40%60%80%100%Step completionFull-plan completionWhen a model reaches 90% step completion, the curve predicts ~65% full-plan completion,about double where PAN 2 is today (34%) at 75% step completionLTX-2.5: 38.5% of steps, 4.0% of plans in fullLTX-2.5Cosmos 3 Super: 47.7% of steps, 9.5% of plans in fullCosmos 3 SuperSeedance 2.5: 69.0% of steps, 24.5% of plans in fullSeedance 2.5FLUX 3: 72.4% of steps, 26.8% of plans in fullFLUX 3MiniMax-H3: 75.1% of steps, 32.5% of plans in fullMiniMax-H3PAN 2: 75.1% of steps, 34.0% of plans in fullPAN 2
Each point is one model on our multi-step plans. The curve, F = S1.67e−2.49(1−S), is fitted across the six models (R² = 0.986) and reaches 100% at 100% of steps; dashed beyond the observed range. Blue marks PAN 2; dark gray, other open models; orange, closed models.
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ModelStep completionFull-plan completion
MiniMax-H375.132.5
PAN 275.134.0
FLUX 372.426.8
Seedance 2.569.024.5
Cosmos 3 Super47.79.5
LTX-2.538.54.0

What we learned. All six models we studied fall on a single curve, where full-plan completion is a power-exponential function of step completion. Today’s leading world models sit where that curve turns steep. As individual steps become more reliable, we expect rapid gains in full-plan simulation that resemble capability emergence, bringing simulative reasoning within reach.

Technical Details

Building a world model for simulative reasoning requires answering several key technical questions: where language ends and the latent begins, what kind of data to learn dynamics from, what training on data alone misses, and how to train efficiently at scale. In this section, we examine each decision and its measured consequences.

Where does language end and the latent begin?

The text-based state defines the division of work between PAN 2’s two backbones. The LLM reasons about the conceptual content of the next state, and the LDM fills in the perceptual details left open by the text-based state. In PAN 2, we make subjects, the timing of events and actions, and camera motion explicit, while leaving geometry, appearance, and the fine details of motion to the LDM. This choice raised two questions.

Is the LLM doing more than tidying the prompt? Many video generators already put an LLM in front of a diffusion model to rewrite prompts. To see whether PAN 2’s conceptual backbone does more, we kept the LDM fixed and varied the level of conceptual reasoning by PAN 2’s LLM: none (the action instruction goes directly to the LDM), format-only (the LLM rewrites the input into the structured format without reasoning), or full (the LLM reasons about how the world will evolve and writes a complete text-based state).

Ablation of PAN 2's conceptual reasoning backboneConceptual reasoning:NoneFormatFullSingle actionsMulti-step plansSix dimensions0255075100None (action only): 45.1% (single actions, six dimensions)45.1NoneKimi-K3, Format: 78.2% (single actions, six dimensions)78.2FormatKimi-K3, Full: 84.6% (single actions, six dimensions)84.6FullStep completion0255075100None (action only): 8.7% (multi-step plans, step completion)8.7NoneKimi-K3, Format: 70.7% (multi-step plans, step completion)70.7FormatKimi-K3, Full: 75.1% (multi-step plans, step completion)75.1FullFull-plan completion01020304050None (action only): 0.0% (multi-step plans, full-plan completion)0.0NoneKimi-K3, Format: 27.8% (multi-step plans, full-plan completion)27.8FormatKimi-K3, Full: 34.0% (multi-step plans, full-plan completion)34.0Full
Ablation of PAN 2's conceptual reasoning backbone, Kimi-K3, at three levels of conceptual reasoning: none (action sent directly to the LDM), format-only, and full reasoning. The LDM is the same throughout.
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Conceptual reasoningSingle actions: six dimensionsMulti-step plans: step completionMulti-step plans: full-plan completion
None (action only)45.18.70.0
Format78.270.727.8
Full84.675.134.0

Without conceptual reasoning, the model’s single-action score drops by nearly half and full-plan completion falls to zero, showing the LDM alone is insufficient for reasoning about the timing, events, and camera motion required for simulating action sequences. Format-only reasoning recovers most of the single-action gap but only part of the multi-step gap, confirming that the depth of conceptual reasoning, not just input formatting, is what drives plan simulation.

What we learned. Conceptual reasoning is integral to PAN 2’s simulation, helping actions, events, and camera movements unfold in the right order and at the right time. We expect advances in their LLM components to further improve the simulation capabilities of world models.

How should the states be written? We train the LDM on the same structured state descriptions it receives from the LLM at inference, aligning its training and test-time inputs. Each training clip is therefore paired with a structured JSON caption comprising two components. Global scene attributes capture the initial scene and subject identities, along with persistent context such as lighting, viewing perspective, and visual style. Time-grounded events describe subject actions, observed changes in object and scene states, and camera movements over explicit time intervals. This structure makes subjects, action timing, and camera motion explicit in the states the LDM learns to simulate.

We generate these annotations in three stages, which the example below steps through: a temporal scaffold, in which a vision–language model (VLM) marks when events and actions happen; camera evidence, in which estimated geometry gives the camera motion (VGGT-Ω); and caption synthesis, in which a VLM combines the two and adds detailed descriptions to produce the final structured caption.

How the captions are generated
  1. Temporal scaffold. A VLM identifies event boundaries and finer-grained action intervals from timestamped frames.
  2. Camera evidence. VGGT-Ω estimates camera parameters. Deterministic rules convert changes in translation, rotation, and field of view into event-aligned motion labels.
  3. Caption synthesis. A VLM combines video frames with the temporal scaffold and geometry-derived camera plan to produce a structured caption, associating actions with subjects and describing observed state changes. For matched events, the geometric plan determines the caption’s camera-motion field.

We compared this format with two plain-text alternatives, one emphasizing diverse content and one following a fixed structure. Since a caption describes the conceptual state that the perceptual reasoning backbone expands on, we evaluated each format by how well an LDM trained on it predicts held-out videos, using validation loss. The JSON captions contained the most detail and yielded the lowest loss.

Held-out loss against distinct claims per video for three caption recipes4042444648500.3830.3840.3850.386Distinct claims per video (more detail →)Held-out loss (lower is better)JSON (structured): 49.43 claims per video, held-out loss 0.383243JSON (structured)Plain text (diverse): 45.97 claims per video, held-out loss 0.385521Plain text (diverse)Plain text (structured): 41.04 claims per video, held-out loss 0.386267Plain text (structured)
Three caption recipes compared on the detail they carry (distinct claims per video) and on how well the LDM trained on each predicts held-out videos. Claims measure asserted detail, not checked correctness; the recipes differ in content as well as format.
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Caption recipeDistinct claims per videoHeld-out loss
JSON (structured)49.430.383243
Plain text (diverse)45.970.385521
Plain text (structured)41.040.386267

What we learned. By capturing more of the world’s complexity in text-based states, we leave less for the LDM to infer when simulating perceptual details. This improves prediction without increasing the LDM’s capacity.

Learning dynamics from the real world

A world model learns physical dynamics from the observations it is trained on, so we select data for real-world relevance rather than visual appeal. We filter video clips for motion and quality, deduplicate them, and balance them across a taxonomy of topics (expand Data taxonomy and balancing below for details).

We tested whether excluding synthetic content improves simulation quality. After the earliest phase of training, we exclude gameplay, animation, computer-generated renders, and simulation videos, so the model learns dynamics from the real world rather than from stylized approximations of it. We trained two 9B models for 40,000 steps, one with synthetic content and one without. In blinded comparisons based on action adherence, physics, and world consistency, the model trained without synthetic content won 58% of votes.

Share of blinded votes won by each data recipe0%25%50%75%100%even splitExcluding synthetic content: 58.0% of votesExcluding synthetic content58%Default: 42.0% of votesDefault42%
Share of blinded pairwise votes won by each of two 9B models trained on the two recipes, judged on action adherence, physics and world consistency.
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Data recipeShare of votes (%)Elo
Excluding synthetic content58.01528
Default42.01472

What we learned. What we leave out of training data matters as much as what we put in. To learn faithful physical dynamics, a world model benefits from real-world observations rather than synthetic approximations.

Data taxonomy and balancing

We organize clips into a taxonomy of 12 meta-topics and 149 subtopics. Excluding synthetic content after the earliest phase of training leaves the 11 meta-topics and 138 subtopics shown below, with target allocations that account for concept coverage and available clean data. Within subtopics, we cluster caption embeddings into 1,988 families that capture finer variation in appearance and action. Within each allocation, selection favors perceptual detail, meaningful motion, and semantic diversity. Early training balances subtopics and duration; later training adds finer cluster-family control.

11meta-topics
138subtopics
1,988cluster families

Camera & Ego-Motion

3 meta-topics · 40 subtopics
  • Navigation17 subtopics
  • Driving & Transportation14 subtopics
  • Aerial Exploration9 subtopics

Agents & Interaction

4 meta-topics · 44 subtopics
  • Human Motion13 subtopics
  • Multi-Agent Interaction11 subtopics
  • Animals10 subtopics
  • Robotics10 subtopics

Objects & Physical World

4 meta-topics · 54 subtopics
  • Objects13 subtopics
  • Object Manipulation14 subtopics
  • Physical Dynamics15 subtopics
  • Nature & Environment Dynamics12 subtopics

Synthetic content

Excluded from continued training onward
1 meta-topic · 11 subtopics

Reward-based learning

After flow-matching training, the LDM still makes mistakes that its training objective doesn’t penalize directly (e.g., an object that vanishes mid-clip, or a hand that passes through the cup it’s grabbing). We thus refine it through reward-based learning on its own generated videos. Following RewardDance’s generative scoring principle, we use the frozen VisionReward model to answer 13 questions covering object structure and persistence, motion, composition, and perceptual detail, and use its answers to compute the reward. Over 600 steps, the total reward and each of its parts rise steadily.

Implementation details

The reward is a normalized weighted average of VisionReward’s yes probabilities, computed pointwise for each generated video. For perceptual detail, we score native-resolution crops to capture fine texture and artifacts that downsampling can hide. We adopt the ReFL algorithm, where reward gradients pass through the frozen reward model and VAE decoder to update the LDM, without backpropagating through the full rollout.

Reward-based learning over steps 0–600: total reward at left, and perceptual detail, composition, structure/persistence, and motion rewards in a two-by-two grid at right. Pale raw curves are overlaid with smoothed curves.

What does the reward actually change? Comparing the model before and after reward-based learning shows what a reward adds, and what it can cost. Causal coherence rose by more than eight points and full-plan completion by nearly four, even though the reward never scores the order of events. Viewpoint invariance and physical consistency, on which the reward offers little signal, went down.

Scores before and after reward-based learningAfter flow-matching trainingAfter reward-based learningSIX DIMENSIONS (SINGLE ACTIONS) AND STEP COMPLETION · shared axisChange65%70%75%80%85%90%95%MULTI-STEP PLANSCausal coherence: 78.8% → 87.3% (+8.5 points)Causal coherence+8.5Entity persistence: 91.6% → 93.1% (+1.5 points)Entity persistence+1.5Viewpoint invariance: 74.7% → 71.6% (−3.0 points)Viewpoint invariance−3.0Physical consistency: 77.7% → 75.1% (−2.5 points)Physical consistency−2.5Constraint satisfaction: 82.8% → 82.8% (+0.1 points)Constraint satisfaction+0.1Objective dynamism: 92.3% → 92.4% (+0.2 points)Objective dynamism+0.2Overall (single actions): 83.6% → 84.1% (+0.5 points)Overall (single actions)+0.5Step completion: 71.3% → 74.1% (+2.8 points)Step completion+2.8FULL-PLAN COMPLETION · its own axis20%25%30%35%40%Full-plan completion: 28.2% → 31.8% (+3.7 points)Full-plan completion+3.7
Scores on our test cases before and after reward-based learning. Change is in percentage points. Full-plan completion is on its own axis because its values are much lower than the others.
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After flow-matching trainingAfter reward-based learningChange
Causal coherence78.887.3+8.5
Entity persistence91.693.1+1.5
Viewpoint invariance74.771.6−3.0
Physical consistency77.775.1−2.5
Constraint satisfaction82.882.8+0.1
Objective dynamism92.392.4+0.2
Overall (single actions)83.684.1+0.5
Step completion71.374.1+2.8
Full-plan completion28.231.8+3.7

Because a learned reward covers only part of what faithful simulation requires, we build our final model as a weighted average of the checkpoints before and after reward-based learning to retain its gains while mitigating reward hacking (model soups, rewarded soups).

What we learned. Reward-based learning complements flow matching by improving capabilities important for simulative reasoning, even when they are not directly rewarded. However, designing rewards that capture all aspects of faithful simulation and preventing reward hacking remain challenges, as they do for LLMs.

Scaling Flow Matching with Per-Head Muon

Training a 29B diffusion transformer from scratch requires an efficient optimizer. PAN 2 uses a hybrid optimizer built around per-head Muon.

Per-head Muon reshapes a momentum update so that a few high-energy directions do not dominate it. For attention, we split the Q/K/V update into head-sized matrices, run five Newton–Schulz steps on each head independently, and then reassemble the results. This lets each head balance its own update spectrum instead of being normalized as part of one large fused matrix. It does not force different heads to be orthogonal; they still interact through attention and the training objective.

Which parameters use which optimizer

Attention query, key, and value (Q/K/V) weights use per-head updates; attention-output and feed-forward weights, along with selected input and refiner projections, use matrix-wise Muon; the remaining parameters use AdamW. Biases, normalization, modulation layers, and the final prediction head stay with AdamW. Muon updates are scaled by matrix shape, following Liu et al., so differently sized blocks receive updates on a comparable scale. During reward-based learning, only parameters assigned to Muon remain trainable.

Per-head Muon update pathSplit → NS₅ per head → merge
Per-head MuonJoint-attention and refiner Q / K / V

One transform per modality, projection, and head where applicable.

Matrix-wise MuonAttention output, FFN, and input / refiner projections

One transform over each assigned full matrix.

AdamWAll remaining trainable parameters

Includes modulation, prediction head, biases, normalization gains, and non-matrix tensors.

PAN 2 uses a hybrid optimizer: attention Q/K/V weights split into head blocks, receive five independent Newton–Schulz steps, and are reassembled before the parameter update. Four heads are shown only for illustration; the diagram does not specify the model's head count.

Does the advantage hold as models grow? We compared the two optimizers on models ranging from 185M to 1.52B parameters, tuning the batch size and learning rate at each model size. Per-head Muon achieved lower validation loss at all four sizes. The gap narrows as models grow but persists across the range we tested.

Final validation loss against training compute for AdamW only and per-head Muon at four image-model sizes; per-head Muon reaches matched loss with 65 to 71 percent fewer FLOPsAdamW onlyPer-head Muon (with AdamW)0.300.310.320.330.3410181019Training compute (FLOPs, log scale)Final validation loss (lower is better)−71% FLOPs−67% FLOPs−65% FLOPs185M (8×768): AdamW only 0.33696, per-head Muon 0.32673185M390M (10×1024): AdamW only 0.32535, per-head Muon 0.31806390M756M (13×1280): AdamW only 0.31669, per-head Muon 0.31087756M1.52B (16×1664): AdamW only 0.30911, per-head Muon 0.304591.52B
Final validation loss against training compute for image models from 185M to 1.52B parameters, each with its own tuned batch size and learning rate. Arrows mark matched loss: the compute AdamW only needs to reach the loss per-head Muon reaches at each size, interpolated along the AdamW curve. These are scaling-ablation results, not a measurement of production-kernel speedup.
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ModelDepth × widthAdamW onlyPer-head MuonFLOPs saved at matched loss
185M8×7680.336960.3267371%
390M10×10240.325350.3180667%
756M13×12800.316690.3108765%
1.52B16×16640.309110.30459—

What we learned. Applying Muon selectively, with per-head updates where appropriate, improves training efficiency across all model sizes we tested, reaching comparable validation loss with substantially less compute.

Agent Learning in World Simulation

The point of a world model is to give agents a place to practice, where they can try actions, see their consequences, and adjust without the cost or risk of acting in the real world. Decisions can then draw on experience accumulated through interaction, with simulated consequences challenging the agent’s assumptions and guiding its next actions. This requires three capabilities from the world model. It must carry the state of the world from one action to the next. It must preserve information the agent cannot directly observe, and reveal them only through consequences, just as the real world does. And it must extend and maintain the world as the agent explores it. PAN 2 already does the first two.

Carrying the state across turns

PAN 2 can carry a simulated world forward one action at a time. In this example, a person folds a paper plane in simulation. Starting from an image of a sheet of paper on a table, we give PAN 2 one folding step at a time, and the last frame of each clip becomes the starting image for the next. Fold by fold, the sheet becomes a plane.

Human ⇄ PAN 2· each step starts from the last frame of the previous clip

  1. Paper plane, start1Start
  2. Paper plane, corners to center2Corners to center
  3. Paper plane, edges to center3Edges to center
  4. Paper plane, fold wings4Fold wings
  5. Paper plane, finish5Finish
Selected frames from a person folding a paper plane in simulation, one instruction per clip. Wording of difficult folds was refined by hand, and degraded starting frames were restored.

In this case, the last frame carries everything the next step needs, as nothing is hidden. The real world, however, is full of things an image doesn’t show.

Holding what the agent cannot see

PAN 2 can also hold facts that the agent doesn’t know, and let the agent discover them through acting. A ball sits in a tube closed by two caps: a blue one that comes off, and a red one that is glued shut. The glue is invisible in the starting image; it is stated only in the text given to PAN 2, never to the agent. An LLM agent is asked to retrieve the ball from the tube. In each attempt, it proposes a short plan, PAN 2 simulates it, and the agent judges from the 5-second clip whether it has succeeded; if not, it tries again with all its previous plans, clips and judgements in view, in a setup similar to Reflexion.

Fixed starting image: a clear tube with a blue cap on the left, a red cap on the right and a yellow ball inside

LLM agent ⇄ PAN 2· plan, 5-second simulation, review; every attempt starts from this image

Known only to the world model: the blue cap comes off; the red cap is glued shut.

  1. 1Pull red capAttempt 1, pull red cap: early frameAttempt 1, pull red cap: late frameBall still inside
  2. 2Twist red capAttempt 2, twist red cap: early frameAttempt 2, twist red cap: late frameReviewed as “cap off” (incorrect)
  3. 3Invert; shakeAttempt 3, invert; shake: early frameAttempt 3, invert; shake: late frameBall still inside
  4. 4Twist red; pinchAttempt 4, twist red; pinch: early frameAttempt 4, twist red; pinch: late frameBall still inside
  5. 5Pull red; shakeAttempt 5, pull red; shake: early frameAttempt 5, pull red; shake: late frameBall still inside
  6. 6Remove blue capAttempt 6, remove blue cap: early frameAttempt 6, remove blue cap: late frameBall exits
Two frames from each of the agent's six attempts, with its plan above and the outcome below. After misjudging attempt 2, the agent keeps working at the glued red cap until it tries the blue cap on attempt 6. The agent is built on Kimi-K3, separate from PAN 2, and sees only its goal and the simulated frames.

The agent first pulls the red cap, then twists it. Misreading the second simulation, it concludes that the cap has come off, and spends its next three attempts trying to force the ball out of that end, whether it be inverting and shaking the tube, pinching and twisting the red cap, or pulling it again. On its sixth attempt, it turns to the blue cap, and the ball comes out. The agent learned a property of the world it could not see, through simulated interaction alone. In this case, the text-based state carries what the image cannot.

Next steps for agent learning

Two steps remain before agents can train in world simulation at scale. The first is a world that grows and stays consistent as the agent explores it, which is the subject of an upcoming post. This requires coordinated conceptual and perceptual memory built into the model, along with increasingly faithful simulations of action consequences. The second is training agents on experience gathered across simulated episodes, so that what they learn carries across tasks and ultimately improves decisions in the physical world.

Try PAN 2

Predicting the next word gave us models that reason with language. Likewise, we believe predicting the next world is how models will learn to reason about the physical world. PAN 2 is our step in that direction: a world model that reasons about what happens, renders how it unfolds, and gives agents a simulator to practice in before they act.

PAN 2 is open, with weights, training code and inference code. Try it on your own scenes, build on it, and tell us what you simulate, and where it breaks.

Citation

@misc{pan2026pan2,
  title        = {{PAN 2}: A Foundation World Model for Physical Intelligence},
  author       = {{PAN Team}},
  howpublished = {Technical blog, Institute of Foundation Models, MBZUAI},
  year         = {2026},
  month        = nov
}

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