GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models
Organizations: Tencent · Nanyang Technological University · Centre for Frontier AI Research, A*STAR · National University of Singapore
Abstract
Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment dynamics from pixel-level supervision, jointly modeling perception, memory, state transitions, and rendering within a single end-to-end framework. While this design enables open-ended, action-controllable generation, it still falls short of delivering a complete gameplay experience. Games are governed by explicit mechanics, such as health deduction, skill activation, combat rules, and termination conditions. These mechanics depend on precise and consistent state transitions that generative models alone cannot reliably enforce. In contrast, game engines can guarantee such mechanics through hard-coded rules, but provide limited flexibility for player-driven creation. To bridge these paradigms, we introduce GameDirector, the first agentic framework that decouples rule-based gameplay logic from visual rendering. Given player-defined configurations, the framework acts as an intelligent director that interprets visual observations, updates game states, tactically controls NPCs, and enforces gameplay rules. It then translates these decisions into text prompts that guide the video world model to render the resulting gameplay. This separation allows players to configure characters, states, and rules much like a game developer while preserving coherent game mechanics. Experiments on three games, using data collected by our automated gameplay agent, show that GameDirector achieves accurate state tracking, reliable rule following, and improves boss action quality by more than 39.9% over various end-to-end game world model settings. Overall, by externalizing player-controllable game logic, GameDirector establishes a middle ground between hard-coded simulation and generative modeling, enabling more flexible and closed-loop gameplay experiences.
Figures & tables
| State Modeling | Boss Control | State Align. (%) | Mechanics Fidelity (%) | Decision Quality (%) | |||||
|---|---|---|---|---|---|---|---|---|---|
| Setting | None | Predictive | Implicit | Explicit | GPT-5.5 | Gemini | GPT-5.5 | Gemini | |
| (1) ( He et al., 2025 ) | – | ||||||||
| (2) ( Wang et al., 2026 ) | – | ||||||||
| (3) ( Li et al., 2026a ) | |||||||||
| (4) ( Lin et al., 2026 ) | |||||||||
| GameDirector (Ours) | Agentic | Agentic | |||||||
| AttackNet | SituationNet | ||||||
|---|---|---|---|---|---|---|---|
| Game | Macro-F1 | Accuracy (%) | Dist. MAE | Angle MAE ( ∘ ) | Front-Cone (%) | Decision-Zone (%) | Tactical-Sector (%) |
| Game N | |||||||
| Game V | |||||||
| Game H | |||||||
| Average | |||||||
Appendix figures & tables8 assets
Supplementary material from the paper’s appendix.
Appendix
| Game | Train | Eval. | Total | Share | Hours |
|---|---|---|---|---|---|
| Game N | 22,605 | 100 | 22,705 | 43.8% | 31.53 |
| Game V | 18,557 | 100 | 18,657 | 36.0% | 25.91 |
| Game H | 10,324 | 100 | 10,424 | 20.1% | 14.48 |
| Total | 51,486 | 300 | 51,786 | 100.0% | 71.93 |
| Role | Game | Entity | Clips | Hours | Role | Game | Entity | Clips | Hours |
|---|---|---|---|---|---|---|---|---|---|
| Player | N | Green Scout | 5,835 | 8.10 | Boss | N | Golden Bird | 10,642 | 14.78 |
| Player | N | Grey Monk | 11,284 | 15.67 | Boss | N | Mutant Soldier | 7,148 | 9.93 |
| Player | N | Red Knight | 5,586 | 7.76 | Boss | N | Plague Leader | 4,915 | 6.83 |
| Player | V | Vampire Lord | 18,657 | 25.91 | Boss | V | Harpy Queen | 18,657 | 25.91 |
| Player | H | the Knight | 10,424 | 14.48 | Boss | H | Hornet | 3,465 | 4.81 |
| Boss | H | Broken Vessel | 3,308 | 4.59 |
| Game | Boss | Special Skill | Role | Duration / cooldown (s) | Best range |
| N | Golden Bird | Hammer Smash | area punish | 7.00 / 14.50 | 1.1–5.5 |
| N | Golden Bird | Jump Slam | short engage | 4.50 / 18.25 | 0.0–3.0 |
| N | Golden Bird | Spin Attack | area denial | 9.25 / 20.00 | 2.5–7.0 |
| N | Mutant Soldier | Back Spin | rear punish | 3.75 / 5.50 | 1.0–4.0 |
| N | Mutant Soldier | Front Spin | frontal sweep | 4.25 / 4.75 | 2.0–7.0 |
| N | Mutant Soldier | Running Slash | far engage | 1.50 / 5.25 | 5.5–9.0 |
| Decision Quality | |||||||
|---|---|---|---|---|---|---|---|
| GPT-5.5 | Gemini-3.1-Pro | ||||||
| Setting | Boss | Action Valid. (%) | Seq. Fit | Ours Pref. (%) | Action Valid. (%) | Seq. Fit | Ours Pref. (%) |
| (1) Implicit No State | Golden Bird | ||||||
| Mutant Soldier | |||||||
| Plague Leader | |||||||
| Overall | |||||||
| Component | Device or Deployment | Mean Latency / Speed | Calls |
| DiT world model | GPU 0 | 225.060 ms/cell | 220 |
| AttackNet | GPU 1 | 15.108 ms/call | 221 |
| SituationNet | GPU 2 | 17.749 ms/call | 22 |
| Gemma-4-E2B-it | GPU 3 | 2230.264 ms/request | 11 |
| Agentic rollout | Four GPUs | 17.449 FPS | 10 |
| Agentic rollout | Two GPUs | 17.277 FPS | 10 |
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