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

Published
Source
arXiv
Paper number
635
Field
Computer Vision
arXiv ID
2607.14076

Key points

  • It views interactive world models through the action-state-observation loop of traditional game engines and classifies related research along four dimensions.
  • The four dimensions are player-action control, game-state transitions, long-term persistence of states and observations, and real-time generation.
  • It presented a data engine that collects more than 90 hours of gameplay in Black Myth: Wukong together with frame-level actions, actual game states, and visual observations.
  • The framework and data can serve as reference material for research on next-generation generative game engines that track explicit states beyond predicting screen images.
  • The paper focuses on classifying methods and collecting data; it does not present a complete world model that simultaneously satisfies rule adherence, persistence of long-term consequences, and real-time generation.

Paper links

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