Paper Overview
Research Area: Computer Vision (CV) Authors: Zhen Li, Zian Meng, Shuwei Shi, Mingliang Zhai, Jiaming Tan, Chuanhao Li, Kaipeng Zhang arXiv: 2607.14076
Abstract
Building interactive worlds that respond coherently to player actions has long been a shared goal of computer graphics, games, and artificial intelligence. Recent video generative models provide a data-driven route toward this goal by predicting future observations conditioned on user actions, and are increasingly regarded as potential next-generation game engines.
Realizing a genuinely interactive game world, however, requires:
- Interaction outcomes that follow rules over evolving game conditions
- Consequences that persist over long horizons
- A generation loop that operates in real time
- Frame-aligned player actions
- Real game states and visual observations
- Structural and semantic annotations
Conventional game engines realize these properties through a recurrent action–state–observation loop, in which player actions update an explicit game state according to predefined rules, and observations are rendered from the resulting state.
Four Dimensions of Analysis
Using this loop as an organizing lens, the survey examines interactive game world modeling along four dimensions:
1. Player action control 2. Game state dynamics 3. State–observation persistence 4. Real-time interactive generation
For each dimension, the authors group existing methods into representative families based on the capabilities required for interactive game worlds, and discuss the strengths and trade-offs of each family.
Supplementary Contribution: Data Engine
As complementary analysis, the paper presents a scalable data engine built on *Black Myth: Wukong*, collecting over 90 hours of gameplay including:
The authors hope the survey provides a clear picture of the current state of the field and catalyzes progress toward truly interactive game worlds.
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