arXiv AI

Marionette: Predicting World States, Rendering Geometry, Painting Appearance

arXiv:2608. 14530v1 Announce Type: cross Abstract: Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence.

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 AI
Aug 28

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.

By Yuncheng Guo, Zhanqiu Zhang, Yiwen Guo, Weijia Li
arXiv AI
Jul 7

Mask2Real-WM: Segmentation Masks as a Sim-to-Real Bridge for Controllable Dexterous World Models

arXiv:2607. 04546v1 Announce Type: cross Abstract: Action-conditioned world models allow robots to predict the future consequences of candidate actions without additional physical interaction, supporting policy evaluation, planning, and data augmentation.

By Riccardo O. Feingold, Davide Liconti, Chenyu Yang, Robert K. Katzschmann
arXiv Computer Vision
Aug 27

4DStreamCtrl: Interactive Video Generation with Online 4D Control

The paper introduces 4DStreamCtrl, a system that unifies camera motion, object trajectories, and depth into a single 3D point‑track representation, enabling joint control, depth editing, and motion transfer in a single forward pass. By mining in‑the‑wild video for 3D motion supervision and encoding it with a lightweight Geometric Motion Head, the authors train a causal streaming student that can generate arbitrarily long videos in just four denoising steps, achieving 20 FPS on a single high‑end GPU for 480p video. This approach outperforms prior camera‑only, 2D, and offline‑3D methods in motion‑control precision while maintaining temporal coherence over hundreds of frames, thereby enabling interactive 4D‑controllable streaming generation for the first time.

By Shiqian Li, Chenguo Lin, Zhiguang Liu, Yu Tang, Jiarong Ou, Rui Chen, Yixin Zhu