arXiv AI

GameWAM: A World Action Model for Video Games

GameWAM is the first World-Action Model designed for native closed-loop gameplay and GUI control in modern video games. It jointly generates future visual observations and executable keyboard-mouse trajectories using parallel visual and action generative processes, block-causal conditioning, and flow matching. The model predicts gameplay/GUI mode at each step, handles heterogeneous native controls, and employs block-cycle control for long-horizon interaction, achieving competitive task success with fewer native actions than prior agents.

arXiv Computer Vision
Oct 2

CtrlWAM: Controllable World Action Models with Aligned Intent and Foresight

CtrlWAM introduces a controllable world action model that jointly predicts actions (intent) and visual futures (foresight). By executing perturbed actions in a simulator and pairing them with noised visual outcomes, it aligns action predictions with their visual consequences, using warped video–action noise schedules to maintain visual layout responsiveness. The model extends beyond ego‑only control to multiple agent streams, improving action forecasts, video–action agreement, and command following in driving and robotics experiments.

By Chensheng Peng, Wenhao Ding, Ran Tian, Zewei Zhou, Jef Packer, Maximilian Igl, Peter Karkus, Yan Wang, Masayoshi Tomizuka, Boris Ivanovic, Marco Pavone, Yuxiao Chen
arXiv Computer Vision
4d ago

Player-1: Learning to Play from Synthetic Experience

arXiv:2610.20584v1 Announce Type: new Abstract: Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their...

By Mingyu Ouyang, Yiran Wang, Siyuan Hu, Xingyilang Yin, Huiqiang Sun, Guangzhi Wang, Junfu Pu, Cheng Cheng, Honghao Chen, Ying Shan, Mike Zheng Shou, Hwee Tou Ng
arXiv Computer Vision
Aug 25

WorldMind: Decoupled Game World Model for State-Aware NPC Behavior

WorldMind is a decoupled framework for state-aware NPC behavior in game world models, separating interactive world modeling into four layers: Understanding, Decision, Control, and Generation. It constructs a compact state from generated frames, reasons over it to plan NPC actions, translates actions into temporally aligned conditions, and synthesizes visual outcomes. Experiments on the newly introduced BOSS-140K dataset show that WorldMind achieves more tactically appropriate and coherent NPC behavior than baseline models in about 70% of pairwise comparisons.

By Zhiyang Deng, Boran Zhang, Danze Chen, Yeying Jin
arXiv AI
Aug 11

WorldSimProbe: Diagnosing Simulator Faithfulness in Action-Conditioned World Models for Embodied Manipulation

arXiv:2608. 09298v1 Announce Type: cross Abstract: Action-conditioned world models (ACWMs) promise to provide embodied AI with scalable predictive simulators for planning, policy evaluation, and data generation.

By Peterson Co, Sicheng Hu, Chunxuan Jiao, Hongyang Cheng, Yulin Luo, Yijie Xu, Sixiang Chen, Zhongxia Zhao, Zihao Wang, DaFeng Chi, Peidong Liu, YuTong Chen, Henghua Liu, Zhihao Yuan, Huizhu Jia, Yuzheng Zhuang, Tianle Zhang, Liang Lin, Huajie Tan, Shanghang Zhang
arXiv AI
Oct 7

Attacca: Goal-Directed Control under State Continuity for Long-Horizon Embodied Agents

Attacca is a new approach for training visual goal‑conditioned policies that can handle continuous long‑horizon task execution in embodied agents. It decouples goal images from the execution environment by sampling class‑compatible masked goals from other worlds, enabling the policy to ground targets in the current view via a target‑mask prediction head. The method also introduces behavioral‑phase conditioning to distinguish Search, Approach, and Interact stages, and achieves significant performance gains on Minecraft tasks, outperforming baselines by up to 7× on long‑horizon scenarios.

By Gyusik Seo, Jaehong Yoon
arXiv Computer Vision
Sep 11

World in World: Explore the World with World Models

World in World introduces a training‑free, inference‑time interface that transforms diverse control signals—such as source‑video observations, target‑view projections, geometry renderings, and retrieved states—into camera‑ and time‑labelled visual states. These states are processed by a frozen causal video model’s self‑attention, enabling tasks like camera‑controlled rerendering, long‑horizon revisiting, and human‑motion transfer without additional training. The method employs a correspondence router and evidence‑wise attention to align token identities and regulate auxiliary channel contributions during a single denoising pass.

By Chenxi Song, Yanming Yang, Chi Zhang