Hugging Face Trending Papers

Wizard: Manipulate Any World in Real Time via Agentic Control

Wizard is an agentic game world model that allows real‑time, precise control over character motions while generalizing zero‑shot across new scenes, characters, and actions. It builds on a dataset of 750 scenes and 178 characters, using skeleton and geometry representations as structured proxies to condition a video generation model and an adaptive masking mechanism to improve alignment. The framework explicitly maintains and updates game states, enabling players to freely configure virtual worlds and exercise fine‑grained control while preserving visual quality and gameplay consistency.

arXiv Computation and Language
Aug 27

Code World Model: Coding Agent as World Brain

The paper introduces Code World Model, a framework that decouples world evolution from visual rendering by using a coding agent as a world brain. The agent reasons about events, generates executable code to maintain persistent state, and a proxy representation links this state to a video model for high‑fidelity visual output. Experiments with MiniMax‑H3 show that the system can follow proxy‑based spatiotemporal specifications while preserving rich visual dynamics, illustrating a new approach to open‑ended world modeling.

By Yiwen Chen, Guosheng Lin, Chi Zhang
arXiv Computer Vision
Sep 10

Programmable World Model

arXiv:2609.10540v1 Announce Type: new Abstract: Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent w...

By Zheng-Hui Huang, Guixu Lin, Jiacheng Lin, Yi-Chuan Huang, Ruihan Yu, Muyao Niu, Siqi Yang, Yu-Lun Liu, Yung-Yu Chuang, Kaipeng Zhang, Zhixiang Wang
arXiv Computer Vision
Oct 28

GameVerse: A Minute-Scale Gameplay Dataset for Long-Horizon Interactive World Modeling

GameVerse is a new minute‑scale gameplay video dataset designed to support long‑horizon interactive world modeling. It contains 69.7K clips totaling 1,655 hours and 349.6 million frames, including 1,358 hours of continuous two‑minute sequences—an order of magnitude longer than prior datasets. Each clip is processed through a unified pipeline that provides scene‑consistent segmentation, quality filtering, camera pose estimation, and event‑based caption annotation, with temporally stable camera trajectories and captions that distinguish static context from dynamic events.

By Kang He, Wenshuo Peng, Chuanhao Li, Zihui Gao, Xiaojie Xu, Zhengyuan Lin, Yuzhe Ding, Donghong Ji, Kaipeng Zhang, Yongtao Ge
arXiv Computer Vision
5d ago

DyCraft: An Agentic System for Long-Horizon 4D Scene Generation

DyCraft is an agentic system that generates long‑horizon 4D animated 3D scenes by decomposing the task into a detailed plan, a static scene, and a 3D storyboard of key poses. Each storyboard frame is a static scene that the agent can build and debug independently, allowing local motion to be authored with verified start and end states. In evaluations on 24 multi‑shot animation tasks, DyCraft reduces physical violations and produces higher‑quality scenes that are more often preferred by human raters compared to native GPT‑6 agents and prior baselines.

By Jeff Tan, Hang Dai, Zeqian Long, Yanzhe Lyu, R. Kenny Jones, Shangzhe Wu, Chen Geng, Jiajun Wu
arXiv Computer Vision
Sep 1

Matrix-Game 3.5: Enhancing Real-Time Streaming Interactive World Models with Patch Memory

arXiv:2608.29910v1 Announce Type: new Abstract: Interactive world models extend video generation from offline clip synthesis toward persistent simulation of interactive virtual worlds, enabling appli...

By Runjia Qian, Zile Wang, Jihai Zhang, Kai Zou, Wei Yu, Jiaxing Li, Zexiang Liu, Yaokun Li, Fei Kang, Kaichen Huang, Mengyin An, Haobo Zhang, Biao Jiang, Jiahua Wang, Haofeng Sun, Yang Liu, Yangguang Li
arXiv Computer Vision
Oct 7

Artemis: Geometry-Grounded Multi-Agent Driving World Models with Shared 3D State and Progressive Memory Update

arXiv:2610.07031v1 Announce Type: new Abstract: Recent video world models have witnessed the paradigm shift from single-agent to multi-agent involvements, which can reveal more complicated dynamics a...

By Sitian Shen, Jiuming Liu, Mengmeng Liu, Yian Wang, Michael Ying Yang, Francesco Nex, Hao Cheng, Daniele De Martini, Ayush Tewari, Per Ola Kristensson
arXiv Computer Vision
Aug 28

4DSynth: Controllable Procedural World Synthesis for Dynamic Embodied Simulation

4DSynth is a controllable procedural system that transforms natural-language descriptions, blueprint masks, or single photographs into editable 4D environments featuring explicit geometry, animated actors, collision-free trajectories, and physics-ready simulation states. The system unifies animation, camera planning, rendering, and task generation within a single geometry-grounded representation, enabling scalable creation of dynamic embodied simulation scenes. Using 4DSynth, the authors built 4DSynth-Nav, an interactive navigation benchmark that demonstrates the reproducibility and tunability of procedural failures across vision‑language models.

By Zehao Qi, Haochen Luo, Jia-Wang Bian, Zeyu Ma, Shuyang Sun