From Pixels to States: Rethinking Interactive World Models as Game Engines
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, and a generation loop that operates in real time. Co
Lineage graph
Paper → model → repo connections mined from source citations (Tier-1 exact match).
Why these links exist
Every edge carries a method, confidence, and the source snippet that justified it — so bad links are debuggable.
- LinkedLinked via arxiv author · 85%Zizhen Li →
“From Pixels to States: Rethinking Interactive World Models as Game Engines”
- LinkedLinked via arxiv author · 85%Zian Meng →
“From Pixels to States: Rethinking Interactive World Models as Game Engines”
- LinkedLinked via arxiv author · 85%Shuwei Shi →
“From Pixels to States: Rethinking Interactive World Models as Game Engines”
- LinkedLinked via arxiv author · 85%Mingliang Zhai →
“From Pixels to States: Rethinking Interactive World Models as Game Engines”
- LinkedLinked via arxiv author · 85%Jiaming Tan →
“From Pixels to States: Rethinking Interactive World Models as Game Engines”
- LinkedLinked via arxiv author · 85%Chuanhao Li →
“From Pixels to States: Rethinking Interactive World Models as Game Engines”
- LinkedLinked via arxiv author · 85%Kaipeng Zhang →
“From Pixels to States: Rethinking Interactive World Models as Game Engines”
