Game2World Engine: Unlocking In-the-Wild Gameplay Videos for World Model Training

Hugging Face Daily Papers Papers

Summary

The paper introduces Game2World Engine, a framework for removing UI from gameplay videos to create cleaner training data for video world models, with GameCleaner model achieving state-of-the-art results in UI removal.

Video games provide a scalable source of training data for video world models, offering diverse environments, complex interactions, and abundant in-the-wild gameplay videos. However, raw gameplay footage entangles the game world with screen-space interfaces, introducing game-specific biases and irrelevant dynamics that hinder world-model training. To address this problem, we introduce GameUI-Taxonomy and G2WEngine, a full-stack framework that formalizes gameplay UI grounding and removal. G2WEngine automatically extracts reusable UI assets from real gameplay videos and synthesizes temporally coherent UI overlays on clean footage. Using this engine, we construct Game2World, comprising 96K synthetic paired videos with precise reconstruction targets and 1,079 in-the-wild clips from 303 games for realistic evaluation. Its asset library contains 5,132 verified UI elements across 21 taxonomy categories, collected from 1,010 representative gameplay frames. Based on Game2World, we propose GameCleaner, a mask-free gameplay UI removal model that combines multimodal semantic understanding with video editing capabilities. Unlike mask-based methods, GameCleaner directly identifies and removes diverse HUD elements while preserving the underlying scene content and temporal dynamics. In a controlled pilot, world models trained on UI-free gameplay improve overall VideoReward by 6.83% over those trained on UI-overlaid data. On UI-removal evaluation, GameCleaner achieves an average AAR of 95.36 on synthetic videos, outperforming the strongest temporal mask baseline by 57.3%, and obtains the best in-the-wild AAR of 80.05 with 99.8 background preservation. These results demonstrate the scalable potential of transforming Internet gameplay videos into high-quality world-model training data. Code, dataset, and model will be available at https://github.com/Dongping-Chen/Game2World.
Original Article
View Cached Full Text

Cached at: 08/26/26, 07:13 AM

Paper page - Game2World Engine: Unlocking In-the-Wild Gameplay Videos for World Model Training

Source: https://huggingface.co/papers/2608.24680

Abstract

A framework for removing gameplay UI from videos enables cleaner training data for video world models, improving reward metrics and outperforms mask-based removal methods.

Video games provide a scalable source of training data forvideo world models, offering diverse environments, complex interactions, and abundant in-the-wild gameplay videos. However, raw gameplay footage entangles the game world with screen-space interfaces, introducing game-specific biases and irrelevant dynamics that hinder world-model training. To address this problem, we introduceGameUI-TaxonomyandG2WEngine, a full-stack framework that formalizes gameplay UI grounding and removal.G2WEngineautomatically extracts reusable UI assets from real gameplay videos and synthesizes temporally coherent UI overlays on clean footage. Using this engine, we constructGame2World, comprising 96K synthetic paired videos with precise reconstruction targets and 1,079 in-the-wild clips from 303 games for realistic evaluation. Its asset library contains 5,132 verified UI elements across 21 taxonomy categories, collected from 1,010 representative gameplay frames. Based onGame2World, we proposeGameCleaner, a mask-free gameplay UI removal model that combinesmultimodal semantic understandingwithvideo editingcapabilities. Unlike mask-based methods,GameCleanerdirectly identifies and removes diverse HUD elements while preserving the underlying scene content andtemporal dynamics. In a controlled pilot, world models trained on UI-free gameplay improve overallVideoRewardby 6.83% over those trained on UI-overlaid data. On UI-removal evaluation,GameCleanerachieves an average AAR of 95.36 on synthetic videos, outperforming the strongest temporal mask baseline by 57.3%, and obtains the best in-the-wild AAR of 80.05 with 99.8 background preservation. These results demonstrate the scalable potential of transforming Internet gameplay videos into high-quality world-model training data. Code, dataset, and model will be available at https://github.com/Dongping-Chen/Game2World.

View arXiv pageView PDFGitHub0Add to collection

Get this paper in your agent:

hf papers read 2608\.24680

Don’t have the latest CLI?curl \-LsSf https://hf\.co/cli/install\.sh \| bash

Models citing this paper0

No model linking this paper

Cite arxiv.org/abs/2608.24680 in a model README.md to link it from this page.

Datasets citing this paper0

No dataset linking this paper

Cite arxiv.org/abs/2608.24680 in a dataset README.md to link it from this page.

Spaces citing this paper0

No Space linking this paper

Cite arxiv.org/abs/2608.24680 in a Space README.md to link it from this page.

Collections including this paper0

No Collection including this paper

Add this paper to acollectionto link it from this page.

Similar Articles

GameWAM: A World Action Model for Video Games

arXiv cs.AI

GameWAM introduces the first world-action model for native closed-loop gameplay and GUI control in video games, jointly generating visual observations and executable actions with competitive task success and revealing a source-sensitivity failure mode.

Wonder: Video World Model Done Better

Hugging Face Daily Papers

Wonder is a general-purpose video world model that enables real-time, camera-controllable world exploration from an image or conditional video. It introduces camera conditioning via dense coordinate fields, a sparse attention memory mechanism, and techniques to improve distillation, allowing minute-scale video generation at 16 FPS.

From Pixels to States: Rethinking Interactive World Models as Game Engines

Hugging Face Daily Papers

This paper rethinks interactive world models as game engines by examining four key dimensions—action control, state dynamics, state-observation persistence, and real-time generation—and introduces a scalable data engine for Black Myth: Wukong with over 90 hours of gameplay data to advance state-aware game world modeling.