cs.CVMay 22, 2026

SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models

Authors: Zizhao TongYeying JinHongfeng LaiZeqing WangZhaohu XingKexu ChengHaoran XuZhao Pu+6 more

Abstract

Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles, failing under dense FPS inputs. We observe that FPS actions are spatially selective: discrete events such as firing or reloading affect only a localized region around the weapon (the scope), while continuous camera and movement signals govern stable surroundings. We propose SCOPE, which inserts a conditioning module into each transformer block of a pretrained video diffusion model. It reshapes features into per-pixel temporal sequences so that each position computes its action response from local visual content. This separates in-scope effects from out-of-scope generation without segmentation labels. We also introduce CrossFPS, the first multi-game FPS dataset with frame-aligned action telemetry. It comprises 69K clips from 7 titles with 10-DoF controller signals, curated to remove gameplay bias. The model learns general visual-to-action mappings rather than game-specific patterns, enabling zero-shot transfer to unseen scenes. Experiments confirm strong action responsiveness, precise scope separation, and effective cross-game generalization.

Explore similar work

Jun 16, 2026cs.CV

EgoCS-400K: An Egocentric Gameplay Dataset for World Models

The shift from video generation to interactive world modeling places new demands on data: beyond captioned videos, world models require temporally aligned video-action-language trajectories grounded in the actions, camera motion, states, and events that drive future scene changes. However, such data is difficult to obtain at scale. Web video datasets offer broad visual coverage but lack executable actions and reliable states; robotic datasets provide action and state supervision but are costly and limited in scene diversity; and existing simulators often lack large-scale human-driven interaction trajectories. In this paper, we introduce EgoCS-400K, a large-scale replay-grounded egocentric Counter-Strike dataset for world models, built from public professional CS and CS2 match demos that preserve human gameplay trajectories and enable parsing, replaying, rendering, and temporal alignment. We extract player states, view directions, movements, keyboard/button inputs, view-angle changes, weapon usage, game events, and round-level context, and render clean first-person videos from the same trajectories. EgoCS-400K contains over 400,000 first-person videos and 10,000 hours of gameplay from more than 1,000 matches and 40,000 rounds, covering 13 maps and 10 player viewpoints per round. It supports a range of interactive visual modeling tasks, including action-conditioned future prediction, state- and event-aware scene rollout, replay-grounded captioning, and agent egocentric action understanding. By connecting visual observations with human actions, camera motion, game states, and events at scale, EgoCS-400K serves as a practical bridge between passive web videos, controllable game simulation, and costly real-world embodied data.
Rongjin Guo, Dong Liang, Yuhao Liu +4
Sep 8, 2026cs.CV

ActionSplice: In-Flight Action Editing for Interactive World Models

Chunk-autoregressive video world models typically condition each generated chunk on one action. An action received during sampling must therefore wait for the next chunk, condition future solver evaluations on a state produced under the previous action, or trigger rollback that repeats completed evaluations. We introduce ActionSplice, an inference framework that formulates this problem as Counterfactual State Transport (CST). A lightweight corrector transports the interrupted backbone-native representation toward the matched state induced by the revised action at the same solver step. The world model and sampler remain frozen, and sampling resumes without replaying completed evaluations. The retargeting variant CSTR\mathrm{CST}*{R} updates the entire active chunk, while the temporal-splicing variant CSTT\mathrm{CST}*{T} preserves a temporal prefix and updates only the suffix. Across minWM-Wan Action2V and HY-WM1.5, CSTR\mathrm{CST}*{R} reduces rollback-relative LPIPS by 61.5% and 75.9% relative to direct condition swapping. CSTT\mathrm{CST}*{T} reduces suffix LPIPS by 56.1% and 77.5%, respectively, while providing 2.73×2.73\times and 1.69×1.69\times pixel-ready speedups over waiting. Under the HY-WorldPlay protocol, CSTR\mathrm{CST}_{R} obtains a PSNR of 25.66 dB, an SSIM of 0.6902, and an LPIPS of 0.1337 against the original rollout.
Pardis Taghavi, Tingyu Guo, Jonas Lossner +2
Sep 8, 2026cs.CV

SyncWorld: Visual Calibration Enables World Models as Zero-Shot Simulators

World models are increasingly used as policy-in-the-loop imagination environments, where reliable rollouts require fine-grained controllability with respect to low-level robot actions. A key obstacle to scaling such models in robotics is that actions are not a universal language in pixel space: changes in visual environment, camera view, robot placement, or embodiment alter how the same numerical action manifests visually, leading to conflicting supervision under mixed training and brittle generalization at deployment. We introduce SyncWorld, an action-conditioned world model that serves as a zero-shot simulator across unseen environments without any additional training. SyncWorld leverages a visual calibration episode---paired frames and actions that showcase all the controllable degrees of freedom---to specify the setup-specific Action--Visual Mapping in context. Training with visual calibration contexts teaches the model to interpret actions through visual evidence and to leverage interaction history when explicit calibration is unavailable. Experiments show that SyncWorld can accurately simulate action outcomes in previously unseen settings, and that its capability of simulating rollouts enables test-time policy improvement without training.
Yuncong Yang, Zhengtao Han, Furkan Ozyurt +6