Game world models have recently demonstrated promising capabilities in generating visually coherent and action-controllable gameplay videos. However, non-player character (NPC) behavior in existing models is either implicitly entangled with video generation or explicitly prescribed through external control signals. Consequently, a game world model has to jointly understand the state, plan the NPC's response and render its visual outcome, limiting its ability to produce responsive and state-aware NPC behavior. The challenge lies in the lack of an explicit interface for state-grounded decision-making. To this end, we introduce WorldMind, to our knowledge the first decoupled framework for state-aware NPC behavior in game world models. WorldMind separates interactive world modeling into four layers: an Understanding Layer that constructs a compact state from generated frames; a Decision Layer that reasons over the compact state to plan the NPC's next action; a Control Layer that translates the actions into temporally aligned conditions; and a Generation Layer that synthesizes their visual outcomes. By reconnecting layers in a closed interaction loop, WorldMind grounds NPC behavior in the evolving game state. We further introduce BOSS-140K, a dataset of gameplay videos paired with rich internal game states, together with an agent that automates the collection at scale. Experiments on BOSS-140K demonstrate reliable compact state reconstruction and mechanics-grounded planning, with WorldMind preferred over the baselines in approximately 70% of pairwise comparisons for its more tactically appropriate and coherent NPC behavior. Project page: https://teawhite.cn/worldmind_projectpage/
Figures & tables
Figure 1: Comparison with baseline NPC-control schemes. Using the same Wan base generator, the two baselines either leave the NPC action implicit in video generation (top left) or require it to be externally specified (top right). WorldMind instead constructs a compact state and reasons over it to plan the NPC’s next action within the interaction loop, producing responsive, state-aware NPC behavior (bottom). Green and red bounding boxes denote the player and NPC, respectively.
Figure 2: Automated construction of BOSS-140K. A state-conditioned gameplay agent combines engine-internal state with game-specific strategies to collect diverse interactions without manual operation. The pipeline records gameplay video, internal state, and keyboard/mouse input on a shared timeline to produce frame-aligned annotations (see above).
Figure 3: Overview of the WorldMind framework. WorldMind connects four decoupled layers in a closed interaction loop. From the generated frames and boss action history, L1 constructs a compact state and passes it to L2, which reasons over the compact state and skill mechanics to plan the boss’s next actions. L3 pairs the resulting boss action with player behavior obtained through either Direct or Director Control and converts both into a temporally aligned compositional natural-language conditioning sequence. Guided by this sequence, L4 synthesizes the next gameplay segment, whose frames are fed back to L1 to begin the next cycle of understanding, reasoning, and generation.
Figure 4: Qualitative examples of boss behavior grounded in the compact state. The top, middle, and bottom rows show Game A , The Binding of Isaac , and Hollow Knight , respectively. Each row presents the compact state, the resulting boss action and optional rationale, the compositional prompt, and the generated outcome. Together, the examples show how the framework operates in a closed loop with visual outcomes. Green and red bounding boxes denote the player and boss, respectively.
Game
Dist. ↓
Rel. ↓
Ang. ↓
D-bin ↑
A-bin ↑
Game A
0.312
2.9%
12.66
0.807
0.702
Hollow Knight
0.444
6.7%
2.96
0.772
0.996
Isaac
8.187
8.4%
29.38
0.904
0.839
Table 1: Compact-state reconstruction. Distance is measured on game-specific scales, while Rel. normalizes Dist. by each game’s median distance for cross-game comparison.
Game
N
No-desc Δ
Swap Δ
Follow
Stay
Game A
200
52.0
83.5
69.0
16.5
Hollow Knight
200
90.0
87.0
73.5
13.0
Isaac
121
55.4
80.2
79.3
19.8
Table 2: Mechanics-grounded skill selection. No-desc / Swap Δ report first-skill change rates after removing/swapping descriptions. Under a swap, Follow moves to the option carrying the original choice’s mechanics.
GPT-5.5
Gemini-3.1-pro
Method
NPC Behavior
Ours Pref. (%) ↑
Action Valid. (%) ↑
Sequence Fit (0–5) ↑
Ours Pref. (%) ↑
Action Valid. (%) ↑
Sequence Fit (0–5) ↑
Wan w/o NPC Control
Implicit
71.5
63.6
3.28
69.8
70.6
3.20
Wan w/ NPC Control
Explicit
70.9
63.6
3.22
70.3
70.9
3.17
Ours
State-Aware
N/A
74.0
3.85
N/A
77.6
4.00
Table 3: Closed-loop NPC behavior evaluation. One-minute Game A rollouts evaluated by two LLM judges. All systems use the same Wan 2.2 backbone and training corpus. Wan w/o NPC Control uses the player-only generator, whereas Wan w/ NPC Control and WorldMind use the boss-conditioned generator. All results are averaged over three independent judging passes to reduce LLM-judge variability. Bold values indicate the best result in each column.
Game
Method
Dist. ↓
Ang. ↓
D-bin ↑
A-bin ↑
Game A
Ours
0.312
12.66
0.807
0.702
DINOv2-S
0.722
19.16
0.601
0.606
VideoMAE-B
0.750
16.81
0.611
0.597
Hollow
Ours
0.444
2.96
0.772
0.996
Knight
DINOv2-S
0.707
11.72
0.610
0.934
VideoMAE-B
0.830
18.60
0.549
0.836
Table 4: Visual encoder ablation. Boss–player geometry reconstruction using task-trained and frozen encoders under matched three-frame inputs.
Game
Text
Text + Image
Δ
Game A
69.0
69.5
+0.5
Hollow Knight
73.5
67.0
−6.5
Isaac
79.3
71.1
−8.2
Table 5: Image-modality ablation. Mechanics-following rates (%) using text alone or augmented with the frame.
Recent game world models can generate visually realistic and interactive environments conditioned on player actions. However, games are not defined by pixels alone; they are governed by explicit mechanics, namely state-dependent rules that control health reduction, skill activation, and game termination. These mechanics depend on precise internal states, such as health points, skill meters, and timers, which are tightly coupled with visual observations and determine how gameplay evolves. Without modeling these state dynamics, existing game world models may generate visually plausible rollouts but violate the underlying game rules. In this paper, we propose StatePlay, a novel state-aware game world model that jointly predicts visual content and game states to promote mechanics-consistent generation. StatePlay adopts a mixture-of-transformers (MoT)-style architecture that preserves specialized visual and state representations while enabling cross-modal interaction, allowing predicted states to guide frame generation. Each branch is further optimized with a distinct objective suited to its modality. Experiments show that StatePlay achieves an average normalized L1 distance below 0.06 for state prediction. Furthermore, compared with models without explicit state modeling, our method improves mechanics fidelity in generated game rollouts by 18.6%. Overall, our work highlights the importance of state-aware game world modeling and advances beyond pixel-level realism toward complete and mechanically faithful game generation.
Zijun Lin, Zeqing Wang, Cheston Tan +2
Tencent · Nanyang Technological University · Centre for Frontier AI Research, A*STAR +1
Existing game world models typically adopt role-specific interactions, where player and NPC roles are bound to fixed characters. This limits their flexibility in multi-character games, where different characters may receive external control while NPCs must react to interactions triggered by players. This setting raises two key challenges: how to flexibly assign control roles to individual characters, and how to support direct player control and reactive NPC behavior within a unified model. These challenges are particularly pronounced in shared-view 2D games, where multiple, potentially visually identical characters share the same viewpoint, making camera cues insufficient to distinguish their roles. To address these challenges, we introduce ReactiveGWM, a reactive game world model that flexibly assigns control modes at initialization and jointly simulates externally controlled players and reactive NPCs. Specifically, ReactiveGWM introduces Spatial Role Binding, which grounds learned character handles to their corresponding regions in the initial frame using instance masks. Building on these handles, Unified Agency Conditioning unifies heterogeneous control signals across characters by encoding player actions and conditional NPC rules into character-specific control-token groups. Each group is then bound to its corresponding character handle, enabling the model to apply each control signal to its designated character. Meanwhile, causal self-attention restricts temporal context to the current and preceding latent frames when generating player actions and NPC responses. Experiments on two multi-character 2D games demonstrate that ReactiveGWM supports flexible character control across different player/NPC role assignments while jointly generating accurate player-controlled behaviors and reactive NPC responses, enabling more configurable and richer multi-character interactions.
Zeqing Wang, Danze Chen, Zhaohu Xing +4
Tencent · National University of Singapore · The Hong Kong University of Science and Technology (Guangzhou) +3
Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.