PlayGen2: Learning Real-Time Playable Worlds with Explicit 3D State
Organizations: The Chinese University of Hong Kong · Wellington College · Tencent · Nanyang Technological University
Abstract
Building a playable world requires more than generating plausible video: it demands responsive control, persistent spatial structure, and coherent interactions with dynamic entities. Using generated frames as the sole recurrent world representation ties these requirements to view-dependent appearance synthesis, making it difficult to maintain long-term spatial and temporal consistency in generation and interaction. We present PlayGen2, a real-time interactive world model that separates learned 3D state evolution from neural rendering. PlayGen2 maintains a persistent world memory comprising static geometry represented by a volumetric occupancy grid and identity-indexed 3D states for the player and other entities. Within a fixed-size local region, its world-state model jointly learns action-conditioned entity dynamics, geometry completion, and entity discovery, committing updates to a persistent world memory. A separate neural renderer synthesizes first-person observations from depth and semantic projections of the world state, without feeding generated images back into state prediction. Using Doom as a testbed, we demonstrate that the model successfully learns world dynamics including geometry-aware player motion and player--NPC interactions. The framework is computationally efficient, enabling the complete simulation and rendering pipeline to achieve approximately 160ms backend latency on a MacBook Pro with an M4 Pro chip. Beyond single-player interaction, we demonstrate zero-shot deployment on unseen Doom maps, multiplayer interaction through the composition of single-player models, and programmable gameplay through rule-based state interventions. These capabilities demonstrate the transferability and extensibility of the learned game-world model. Code and pretrained model weights are publicly available.
Figures & tables
| CER (%) | ActAcc (%) | |||||
|---|---|---|---|---|---|---|
| Setting | 1 min | 5 min | 10 min | 1 min | 5 min | 10 min |
| Seen/global | 2.0 | 4.8 | 5.3 | 93.7 | 85.4 | 83.9 |
| Seen/local | 3.1 | 4.3 | 6.7 | 91.2 | 87.8 | 82.1 |
| Unseen/global | 3.7 | 4.4 | 5.2 | 94.6 | 84.1 | 85.0 |
| Unseen/local | 3.6 | 5.6 | 6.8 | 93.3 | 88.2 | 85.6 |
| Global | Local | ||||||||
| Setting | Method | Min | PSNR | SSIM | LPIPS | FID | FVD | FID | FVD |
| Seen | PlayGen2 | 1 | 18.3 | 0.40 | 0.41 | 223.1 | 1302.7 | 233.4 | 1720.6 |
| 5 | 19.4 | 0.39 | 0.42 | 237.4 | 1298.3 | 253.2 | 1638.5 | ||
| 10 | 17.3 | 0.39 | 0.44 | 250.3 | 1261.9 | 243.6 | 1673.1 | ||
| PlayGen | 1 | 19.3 | 0.39 | 0.38 | 210.9 | 1097.5 | N/A | ||
| 5 | 16.1 | 0.29 | 0.69 | 373.4 | 2386.9 | ||||
Appendix figures & tables10 assets
Supplementary material from the paper’s appendix.
Appendix
| Level | Resolution | Channels |
|---|---|---|
| Encoder 1 | 8 | |
| Encoder 2 | 16 | |
| Encoder 3 | 32 | |
| Encoder 4 | 64 | |
| Encoder 5 | 128 |
| Family | Sampling pattern | Maximum count |
|---|---|---|
| Boundary | Motion-leading faces and six-face safety | 64 |
| Active entity | Base, center, top, and nearby offsets | 32 |
| Viewing ray | 4 depths from 40 to 400; height offsets | 12 |
| Interior | grid within the crop | 18 |
| Phase | Previous pair valid | Previous motion | Target motion |
|---|---|---|---|
| Continue | Yes | Moving | Moving |
| Start | Yes | Stationary | Moving |
| Stop | Yes | Moving | Stationary |
| Stay | Yes | Stationary | Stationary |
| Unknown-moving | No | Unavailable | Moving |
| Unknown-stationary | No | Unavailable | Stationary |
| Stage | RGB history | Objective |
|---|---|---|
| Base training | Ground-truth | |
| Refinement | Ground-truth | + value L1 (0.25) + gradient L1 (0.1) |
| Mixed-history | 50% ground-truth, 40% generated, 10% none |
| Schedule | Steps | FPS | Latency | World | Render |
|---|---|---|---|---|---|
| Serial | 4 | 6.19 | 161.2 | 82.8 | 77.9 |
| Pipeline | 4 | 8.97 | 212.5 | 104.7 | 102.3 |
| Serial | 8 | 4.98 | 200.6 | 83.3 | 116.7 |
| Pipeline | 8 | 7.16 | 275.7 | 91.7 | 137.8 |
| Model | Penetration | CER | Proximity |
|---|---|---|---|
| Without local map | 24/28 | 24/27 (88.9%) | 4/28 |
| With local map | 12/28 | 12/22 (54.5%) | 15/28 |
| Metric | 2D | 3D |
|---|---|---|
| Occupancy IoU (%) | 61.66 | 64.30 |
| Precision (%) | 92.32 | 89.57 |
| Recall (%) | 64.99 | 69.50 |
| Fragment density | 48.61 | 9.94 |
| Training stage | PSNR | SSIM | LPIPS |
|---|---|---|---|
| Before | 17.1 | 0.31 | 0.62 |
| After (Table 2 ) | 18.3 | 0.40 | 0.41 |