Latest papers

8 papers0 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Nov 5, 2026

PlayGen2: Learning Real-Time Playable Worlds with Explicit 3D State

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.
Sep 29, 2026

Pixels to Keys: Exploring Spatial and Motion Cues in Gameplay Inverse Dynamics

Video games offer scalable environments for studying perception and control in embodied agents. Abundant online gameplay videos could supply demonstrations, but they rarely include player inputs for training. Inverse Dynamics Models (IDMs) have thus been proposed to infer inputs from frames. Large (up to 1B parameters) IDMs trained on ∼\sim1K-2K gameplay hours demonstrate feasibility and cross-environment generalization at this scale, but researchers do not clarify what the key components are to recover individual actions and often report only aggregate accuracy that can mask rare-action failures. We study the problem in a data-constrained scenario to evaluate how spatial motion features, model architectures, and training objectives affect an IDM's outcome and we analyse our models on per-key and balanced metrics such as F1macroF_1^{macro}. Our experiments on Trackmania highlight the importance of factors like the model architecture and motion flow extraction in preprocessing, while also showing the limits of evaluation through unbalanced metrics. The application of the same architecture and training recipe to Cyberpunk 2077 reveals uneven performance across game mechanics. Our per-action evaluation and failure analysis highlight ambiguities from camera motion, delayed effects and imbalanced key-press frequencies that call for explicit modeling of 3D scene structure, long-term state and the adoption of proper losses in future implementations.
Aug 27, 2026

Magpie: Real-Time World Renderer for Interactive Games

Modern game development relies heavily on conventional graphics pipelines. High-quality visual content requires modeling, material authoring, animation, lighting, effects, and runtime optimization, making asset production expensive and extending the development cycle of game prototypes. Recently, video foundation models are beginning to change film and video production, but games differ from linear media, they require not only continuous and realistic imagery, but also stable and reproducible gameplay rules, object states, and interaction outcomes. We present Magpie, a real-time generative world-rendering system for interactive games. Magpie separates gameplay execution from visual generation. Designers define scenes and rules in a game engine. At runtime, the Game Engine resolves player actions and maintains world state, while an independent Render Server generates visual output from white-box frames produced by the engine. Magpie provides a system-level implementation path for applying generative models to real-time game rendering. It preserves gameplay designability and reproducibility, and reduces the dependence of early game prototypes on complete visual assets.
Aug 25, 2026

Game2World Engine: Unlocking In-the-Wild Gameplay Videos for World Model Training

Video games provide a scalable source of training data for video world models, offering diverse environments, complex interactions, and abundant in-the-wild gameplay videos. However, raw gameplay footage entangles the game world with screen-space interfaces, introducing game-specific biases and irrelevant dynamics that hinder world-model training. To address this problem, we introduce GameUI-Taxonomy and G2WEngine, a full-stack framework that formalizes gameplay UI grounding and removal. G2WEngine automatically extracts reusable UI assets from real gameplay videos and synthesizes temporally coherent UI overlays on clean footage. Using this engine, we construct Game2World, comprising 96K synthetic paired videos with precise reconstruction targets and 1,079 in-the-wild clips from 303 games for realistic evaluation. Its asset library contains 5,132 verified UI elements across 21 taxonomy categories, collected from 1,010 representative gameplay frames. Based on Game2World, we propose GameCleaner, a mask-free gameplay UI removal model that combines multimodal semantic understanding with video editing capabilities. Unlike mask-based methods, GameCleaner directly identifies and removes diverse HUD elements while preserving the underlying scene content and temporal dynamics. In a controlled pilot, world models trained on UI-free gameplay improve overall VideoReward by 6.83% over those trained on UI-overlaid data. On UI-removal evaluation, GameCleaner achieves an average AAR of 95.36 on synthetic videos, outperforming the strongest temporal mask baseline by 57.3%, and obtains the best in-the-wild AAR of 80.05 with 99.8 background preservation. These results demonstrate the scalable potential of transforming Internet gameplay videos into high-quality world-model training data. Code, dataset, and model will be available at https://github.com/Dongping-Chen/Game2World.
Aug 6, 2026

VLMs for Videogame Data Annotation

Vision Language Models (VLMs) and Artificial Intelligence (AI) agents have revolutionized how engineers approach complex problems in real-world applications. Their adoption in video games is on the other hand limited by the extreme variability of the synthetic scenarios and their poor compliance with real-world physics. Here we investigate the use of VLMs for annotating video game frame sequences with reward signals, a task with several potential applications including, among others, conditioned training and offline reinforcement learning. We show that VLMs often struggle to answer basic questions on racing video games (although we observed a similar behavior on other game genres) and discuss countermeasures such as VLM output mixing and prompt optimization. We also show how input sequence length, resolution, and question batching affect the annotation quality and its token consumption.
Jun 1, 2026

An Exploration of Collision-based Enemy Morphology Generation

Despite a great deal of prior research into Procedural Content Generation (PCG), relatively little prior work has explored generating enemies for video games. In particular, there is almost no work on generating enemy morphologies, the basic body plan or collision information for in-game enemies, despite the existence of related morphology generation work in robotics. In this paper, we explore three different novel approaches to generate enemy morphologies based on player collision information. We found that each approach provides different strengths and weaknesses, but all had equivalent or better performance than an evolutionary baseline adapted from prior robotics morphology work.
May 18, 2026

SVFSearch: A Multimodal Knowledge-Intensive Benchmark for Short-Video Frame Search in the Gaming Vertical Domain

Multimodal large language models are increasingly used as agent backbones that understand multimodal inputs, plan retrieval actions, invoke external tools, and reason over retrieved information. Yet existing benchmarks rarely evaluate this ability in short-video applications, where a paused frame is often visually ambiguous and answering requires vertical, long-tail, and fast-evolving domain knowledge. We introduce SVFSearch, the first open benchmark for short-video frame search in the Chinese gaming domain. SVFSearch contains 5,000 four-choice test examples and 4,198 auxiliary training examples, each centered on a paused game scene from a real short-video clip. To support fair and reproducible evaluation, SVFSearch provides a frozen offline retrieval environment with a game-domain text corpus, a topic-linked image gallery, and text, image, and multimodal retrieval interfaces, avoiding reliance on uncontrolled web search APIs. We evaluate representative paradigms ranging from direct QA and RAG workflow to Plan-Act-Replan agents and learned search models. Results reveal a large gap between model-only answering, practical agentic search, and oracle knowledge: the best open-source direct-QA model reaches 66.4%, the best practical agent achieves 79.1%, and oracle knowledge reaches 95.4%. Further analysis exposes bottlenecks in visual grounding, retrieval quality, evidence-grounded reasoning, and tool-use behavior, including over-search, answer-only shortcuts, and retrieval-induced misleading.
Mar 3, 2026

Real-Time Generation of Game Video Commentary with Multimodal LLMs: Pause-Aware Decoding Approaches

Real-time video commentary generation provides textual descriptions of ongoing events in videos. It supports accessibility and engagement in domains such as sports, esports, and livestreaming. Commentary generation involves two essential decisions: what to say and when to say it. While recent prompting-based approaches using multimodal large language models (MLLMs) have shown strong performance in content generation, they largely ignore the timing aspect. We investigate whether in-context prompting alone can support real-time commentary generation that is both semantically relevant and well-timed. We propose two prompting-based decoding strategies: 1) a fixed-interval approach, and 2) a novel dynamic interval-based decoding approach that adjusts the next prediction timing based on the estimated duration of the previous utterance. Both methods enable pause-aware generation without any fine-tuning. Experiments on Japanese and English datasets of racing and fighting games show that the dynamic interval-based decoding can generate commentary more closely aligned with human utterance timing and content using prompting alone. We release a multilingual benchmark dataset, trained models, and implementations to support future research on real-time video commentary generation.