Related papers: ReactiveGWM: Steering NPC in Reactive Game World M…
Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play…
Action-conditioned video prediction models (often referred to as world models) have shown strong potential for robotics applications, but existing approaches are often slow and struggle to capture physically consistent interactions over…
There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to…
World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended…
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally…
We present the Multi-Agent Transformer World Model (MATWM), a novel transformer-based world model designed for multi-agent reinforcement learning in both vector- and image-based environments. MATWM combines a decentralized imagination…
A world model is an AI system that simulates how an environment evolves under actions, enabling planning through imagined futures rather than reactive perception. Current world models, however, suffer from visual conflation: the mistaken…
A new approach for the study of social games and communications is proposed. Games are simulated between cognitive players who build the opponent's internal model and decide their next strategy from predictions based on the model. In this…
We present an approach for enhancing non-playable characters (NPCs) in games by combining large language models (LLMs) with computer vision to provide contextual awareness of their surroundings. Conventional NPCs typically rely on…
Simulation is a crucial component of any robotic system. In order to simulate correctly, we need to write complex rules of the environment: how dynamic agents behave, and how the actions of each of the agents affect the behavior of others.…
The landscape of video generation is shifting, from a focus on generating visually appealing clips to building virtual environments that support interaction and maintain physical plausibility. These developments point toward the emergence…
Deploying learned control policies in real-world environments poses a fundamental challenge. When system dynamics change unexpectedly, performance degrades until models are retrained on new data. We introduce Reflexive World Models (RWM), a…
World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction:…
A generative recurrent neural network is quickly trained in an unsupervised manner to model popular reinforcement learning environments through compressed spatio-temporal representations. The world model's extracted features are fed into…
In model-based learning, the agent learns behaviors by simulating trajectories based on world model predictions. Standard world models typically learn a stationary transition function that maps states and actions to next states, when an…
A plausible scene evolution depends on the maneuver being considered, while a good maneuver depends on how the scene may evolve. Existing World Action Models (WAMs) largely miss this reciprocity, treating world prediction and action…
In this paper we propose an architecture for specifying the interaction of non-player characters (NPCs) in the game-world in a way that abstracts common tasks in four main conceptual components, namely perception, deliberation, control,…
Learning predictive world models from raw visual observations is a central challenge in reinforcement learning (RL), especially for robotics and continuous control. Conventional model-based RL frameworks directly condition future…
We present GameNGen, the first game engine powered entirely by a neural model that also enables real-time interaction with a complex environment over long trajectories at high quality. When trained on the classic game DOOM, GameNGen…