ai.hackcv
论文精选 65arXiv

From Pixels to States: Rethinking Interactive World Models as Game Engines· 从像素到状态:重新思考互动世界模型作为游戏引擎

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. 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. Taking this loop as an organizing lens, this paper examines interactive game world modeling along four dimensions: player action control, game state dynamics, state-observation persistence, and real-time interactive generation. For each dimension, we start from the capabilities required by an interactive game world, group existing approaches into representative families, and discuss the strengths and trade-offs of each family. Complementing this analysis, we present a scalable data engine for Black Myth: Wukong that collects over 90 hours of gameplay with frame-aligned player actions, ground-truth game states, and visual observations, together with structured and semantic annotations, as a resource for state-aware game world modeling. We hope this paper offers a clear picture of where the field stands and fosters progress toward interactive game worlds.

AI 解读论文

探讨互动世界模型作为下一代游戏引擎的可能性。

核心方法
通过分析玩家动作控制、游戏状态动态、状态-观察持久性和实时交互生成四个维度,将现有方法分类并讨论其优缺点,同时构建了一个针对《黑神话:悟空》的大规模数据引擎。
适合谁读
研究者、工程师
要解决的问题
如何构建一个能对玩家动作作出一致回应的交互式游戏世界,以满足游戏的真实感、持久性和实时性要求。
关键实验
未提供
主要贡献
提供了对构建互动游戏世界所需能力的深入分析,以及一个包含超过90小时游戏数据的数据集,支持状态感知的游戏世界建模。
意义与局限
为游戏引擎的未来发展方向提供了理论基础和实际数据支持,但尚未验证提出的方法在实际游戏中的效果。
领域:cs.CV作者:Zhen Li、Zian Meng、Shuwei Shi
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领域:cs.CV作者:Varun Varma Thozhiyoor、Shivam Tripathi、Venkatesh Babu Radhakrishnan
📎 arXiv🕒 09-04 01:59🔗 arxiv.org

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