Recent advances in video diffusion have enabled the development of "world models" capable of simulating interactive environments. However, these models are largely restricted to single-agent settings, failing to control multiple agents simultaneously in a scene. In this work, we tackle a fundamental issue of action binding in existing video diffusion models, which struggle to associate specific actions with their corresponding subjects. For this purpose, we propose ActionParty, an action controllable multi-subject world model for generative video games. It introduces subject state tokens, i.e. latent variables that persistently capture the state of each subject in the scene. By jointly modeling state tokens and video latents with a spatial biasing mechanism, we disentangle global video frame rendering from individual action-controlled subject updates. We evaluate ActionParty on the Melting Pot benchmark, demonstrating the first video world model capable of controlling up to seven players simultaneously across 46 diverse environments. Our results show significant improvements in action-following accuracy and identity consistency, while enabling robust autoregressive tracking of subjects through complex interactions.
Figures & tables
Figure 1: Left: Action binding failure case of text-to-video models with prompt: ‘The red triangle moves right and the blue square moves up. Then the red triangle moves down and the blue square moves left. Then the red triangle moves up and the blue square moves right. Then the red triangle moves left and the blue square moves down.’ Right: ActionParty enables action control of multiple subjects in a scene.
Figure 2: ActionParty pipeline. Given initial video frames x0:t and subject states z0:t as context, we aim to generate the next video frame xt+1 conditioned on action inputs a0:t and a text description of the game c . We concatenate the video and subject state tokens along the sequence dimension and feed them into a diffusion transformer (DiT) for joint denoising. Each DiT block first runs self-attention with an attention mask MSA and 3D RoPE biasing to render subject states to pixels in the video. It then runs cross-attention with another attention mask MCA with explicit subject-action binding to update subject states using action inputs.
Figure 3: Attention mechanisms in ActionParty DiT. (a) In self-attention, we use RoPE to link a subject in a video frame to its state token zit . We encode the state token with the subject’s coordinates in the previous timestep, biasing it to attend to video tokens close to the subject. (b) In cross-attention, subject i ’s state tokens zi is only allowed to attend to its own actions ai , ensuring correct subject-action binding. We also allow the text embedding of the environment description c to attend to video tokens x .
Method
Action Binding
Visual Quality
MA ↑
SP ↑
DR ↑
LPIPS ↓
PSNR ↑
FVD ↓
Pretrained AR
0.065
0.571
0.330
0.0494
26.98
59.30
Zero-shot I2V
0.027
0.422
0.440
0.0906
23.17
281.55
Text-Action
0.158
0.668
0.433
0.0353
29.14
56.74
Ours (ActionParty)
0.779
0.903
0.886
0.0102
36.35
17.16
Table 1: Baseline comparison on action binding metrics and visual fidelity. ActionParty is the only method able to associate actions to the correct characters (MA), preserve the subject appearance (SP), and execute rollouts with correct subject trajectories (DR). We also compute fidelity metrics, LPIPS, PSNR, and FVD, which show that videos generated by ActionParty are consistent with ground-truth.
Method
Effect Accuracy ↑
Idle
Move
Turn
Interact
Overall
Pretrained AR
0.399
0.414
0.462
0.346
0.412
Zero-shot I2V
0.000
0.101
0.150
0.000
0.126
Text-Action
0.357
0.420
0.553
0.326
0.433
Ours (ActionParty)
0.899
0.867
0.914
0.774
0.861
Table 2: We evaluate the Effect Accuracy of our generated videos across different action types. ActionParty achieves the highest accuracy on “Interact” actions compared to other methods, indicating that it most often creates the desired visual effect on neighboring tiles across different games.
Figure 4: Qualitative comparison with baselines. We display ground truth subject positions and orientations at each step with an arrow for each subject, which reflects the ground truth subjects (notice that the arrow is consistent in all methods). Our method is the only one able to follow the ground truth actions with appropriate action binding.
Figure 5: Movement accuracy (MA) over autoregressive steps. ActionParty maintains stable action binding across multiple rollout steps, whereas baselines degrade over time and get close to 0.
Figure 6: Results of ActionParty with xt and zt (circle) predictions for 2-, 4-, and 7-player games with a diversity of subjects. The full frames are generated and we show a centred crop around 2 subjects for visualization purposes with action annotations on the resulting frame. Note that actions are relative to orientation , so the subject moving forward is in the direction of where it is facing.
Method
MA ↑
zt Error ↓
SP ↑
DR ↑
w/o MSA
0.580
0.108
1.00
0.716
w/o MCA
0.052
0.215
0.88
0.307
Frame-wise MCA
0.052
0.240
0.80
0.293
No RoPE in SA
0.032
0.291
1.00
0.278
Ours (ActionParty)
0.872
0.072
1.00
0.913
Table 3: Ablations on the 4-action Coins game. The full ActionParty model achieves the most accurate localization of players indicated by the highest movement accuracy (MA) and the lowest zt error. Our MCA is important for consistent subject preservation according to the subject appearance (SP) and detection rate (DR).
Figure 7: Qualitative comparison of ablations run on the same initial frame and action trajectory. The blue subject is still, while the purple one moves and returns to its previous position. The zt trajectory is plotted for each subject. If we remove our introduced components, we lose the possibility to control characters.
Appendix figures & tables3 assets
Supplementary material from the paper’s appendix.
Appendix
Method
# Players
Action Binding
Visual Quality
MA ↑
SP ↑
DR ↑
LPIPS ↓
PSNR ↑
FVD ↓
Pretrained AR
Sparse
0.079
0.649
0.366
0.0281
29.27
53.31
Dense
0.064
0.534
0.317
0.0597
25.71
84.53
Crowded
0.051
0.580
0.331
0.0673
25.33
293.25
Zero-shot I2V
Sparse
0.031
0.485
0.435
0.0605
24.57
229.20
Dense
0.018
0.385
0.418
0.1055
22.32
427.58
Appendix
Table 5: Metrics split by number of subjects per game. All methods degrade with more subjects, but ActionParty remains the most robust across all metrics.
Method
# Players
Effect Accuracy ↑
Idle
Move
Turn
Interact
Overall
Pretrained AR
Sparse
0.512
0.438
0.488
0.411
0.451
Dense
0.379
0.461
0.481
0.368
0.443
Crowded
0.300
0.243
0.374
0.221
0.276
Zero-shot I2V
Sparse
0.000
0.122
0.211
0.000
0.167
Dense
0.000
0.119
0.155
0.000
0.137
Appendix
Table 6: Effect Accuracy split by scene density. ActionParty maintains high accuracy across all action types even in Crowded scenes, while baselines degrade significantly. Zero-shot I2V produces only a single next-frame prediction, so Idle and Interact actions (which occur at later steps in validation set) are not evaluated and reported as 0.
Game
Prompt
Coins
Two player sprites move around a black-floored room surrounded by gray brick walls. Small pink and yellow coin sprites periodically appear at random positions on the floor. Players walk over coins to pick them up and coins disappear on contact.
Clean up
Player sprites move across a map split into a sandy upper area and a green lower area with a blue-green polluted river section between them. Gray brick walls surround the map. Pink apple sprites appear on the green grass. Players fire cleaning beams at the river pollution.
Chemistry
Player sprites move across a white open field scattered with colorful arrow-shaped molecule sprites in blue, green, red, and cyan. Players walk into molecules to pick them up and carry them. Molecules near each other react and transform into different colored molecules.
Collaborative cooking
Two player sprites move in a very small kitchen made of brown counter tiles with minimal dark floor space. Red tomato sprites, gray cooking pots, and white plate sprites sit on counters. Players squeeze past each other carrying items between stations.
Paintball
Two teams of player sprites move through a gray-walled arena bordered by purple indicator tiles. Players fire beams that paint the floor red or blue in large patches. Small flag sprites sit at each team’s base. Players pick up the opposing flag and carry it back.
Appendix
Table 7: Example game description prompts used for text conditioning. Each prompt describes the visual content of the environment. Full prompts for all 46 games are provided in the supplementary materials.