Marionette: Predicting World States, Rendering Geometry, Painting Appearance
Summary
Marionette introduces a world model that explicitly predicts 3D articulated states for interactive games, decouples geometry rendering with a zero-parameter renderer, and uses diffusion for appearance synthesis, improving controllability and long-horizon consistency.
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Paper page - Marionette: Predicting World States, Rendering Geometry, Painting Appearance
Source: https://huggingface.co/papers/2608.14530
Abstract
Marionette predicts explicit 3D articulated world states for interactive games, uses a fixed renderer for geometry, and synthesizes video via diffusion, enabling direct state-level control and long-horizon consistency repair.
Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed,zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this idea as Marionette, a world model for interactive games with articulated characters. First, a two-stageautoregressive dynamics modelpredicts an explicit and interpretable 276-dimensional3D world statecomprising multi-entityarticulated skeletons, metric root trajectories, and rotations. Second, a zero-parameter graphics bridge converts the predicted state into pose-control videos, computing world-space geometry and occlusion in closed form. Third, acontrol-conditionedvideo-diffusion observation modelsynthesizes photorealistic RGB observations from the resulting structured controls. Our experiments establish two properties of Marionette. First, the predicted world state is directly controllable. Forcing a mismatched action stream changes root-aligned joint error by 31% across 48 held-out segments. Second, long-horizon behaviour is determined in the state, and can be repaired there. Left free, the two generated characters drift to 21.2 m apart (recorded sessions stay near 5 m) and a third of frames show ground penetration. Two rules imposed on the explicit state, a terrain collider and a separation cap, cut penetration by 66% and keep the pair engaged, with no change to the observation model. Routing appearance through the predicted state costs no fidelity we can detect, at anFVDof 831 against 799 for recorded pose.
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