From Pixels to States: Rethinking Interactive World Models as Game Engines
Summary
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.
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Paper page - From Pixels to States: Rethinking Interactive World Models as Game Engines
Source: https://huggingface.co/papers/2607.14076
Abstract
Buildinginteractiveworldsthatrespondcoherentlytoplayeractionshaslongbeenasharedgoalofcomputergraphics,games,andartificialintelligence.Recentvideogenerativemodelsprovideadata-drivenroutetowardthisgoalbypredictingfutureobservationsconditionedonuseractions,andareincreasinglyregardedaspotentialnext-generationgameengines.Realizingagenuinelyinteractivegameworld,however,requiresinteractionoutcomesthatfollowrulesoverevolvinggameconditions,consequencesthatpersistoverlonghorizons,andagenerationloopthatoperatesinrealtime.Conventionalgameenginesrealizethesepropertiesthrougharecurrentaction-state-observationloop,inwhichplayeractionsupdateanexplicitgamestateaccordingtopredefinedrulesandobservationsarerenderedfromtheresultingstate.Takingthisloopasanorganizinglens,thispaperexaminesinteractivegameworldmodelingalongfourdimensions:playeractioncontrol,gamestatedynamics,state-observationpersistence,andreal-timeinteractivegeneration.Foreachdimension,westartfromthecapabilitiesrequiredbyaninteractivegameworld,groupexistingapproachesintorepresentativefamilies,anddiscussthestrengthsandtrade-offsofeachfamily.Complementingthisanalysis,wepresentascalabledataengineforBlackMyth:Wukongthatcollectsover90hoursofgameplaywithframe-alignedplayeractions,ground-truthgamestates,andvisualobservations,togetherwithstructuredandsemanticannotations,asaresourceforstate-awaregameworldmodeling.Wehopethispaperoffersaclearpictureofwherethefieldstandsandfostersprogresstowardinteractivegameworlds.
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