Marionette: Predicting World States, Rendering Geometry, Painting Appearance
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. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this idea as Marionette, a world model for interactive g
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Paper → model → repo connections mined from source citations (Tier-1 exact match).
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- LinkedLinked via arxiv author · 85%Zian Meng →
“Marionette: Predicting World States, Rendering Geometry, Painting Appearance”
- LinkedLinked via arxiv author · 85%Zizhen Li →
“Marionette: Predicting World States, Rendering Geometry, Painting Appearance”
- LinkedLinked via arxiv author · 85%Chuanhao Li →
“Marionette: Predicting World States, Rendering Geometry, Painting Appearance”
- LinkedLinked via arxiv author · 85%Yuqiang Li →
“Marionette: Predicting World States, Rendering Geometry, Painting Appearance”
- LinkedLinked via arxiv author · 85%Kaipeng Zhang →
“Marionette: Predicting World States, Rendering Geometry, Painting Appearance”
