From Pixels to States: Rethinking Interactive World Models as Game Engines
The paper argues that game-like world models need explicit state, not just action-conditioned pixels.
It frames interactive generation around the same loop used by conventional game engines: action, state update, observation. The authors assess existing approaches across player control, state dynamics, persistence, and real-time generation. They also introduce a Black Myth: Wukong data engine with more than 90 hours of gameplay, aligned actions, game states, observations, and annotations. Source: HF Daily Papers' note
It frames interactive generation around the same loop used by conventional game engines: action, state update, observation. The authors assess existing approaches across player control, state dynamics, persistence, and real-time generation. They also introduce a Black Myth: Wukong data engine with more than 90 hours of gameplay, aligned actions, game states, observations, and annotations. Source: HF Daily Papers' note
score 5