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From Pixels to States: Rethinking Interactive World Models as Game Engines

First seen · 7/17/2026, 12:00 PMLatest activity · 7/17/2026, 12:00 PM

This paper reframes interactive world models through the recurrent action-state-observation loop used by conventional game engines. It evaluates four requirements for coherent interactive worlds: player action control, game-state dynamics, persistence between states and observations, and real-time generation. Rather than treating video prediction alone as sufficient, the authors organize existing approaches by their ability to preserve rules, long-horizon consequences, and responsiveness. They also introduce a scalable data engine for Black Myth: Wukong, collecting more than 90 hours of gameplay with frame-aligned player actions, ground-truth game states, visual observations, and structured and semantic annotations.

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  1. AggregatorHuggingFace Daily Papers7/17, 12:00 PMnot independentRepresentative
    From Pixels to States: Rethinking Interactive World Models as Game Engines