7 papers
Marionette: Predicting World States, Rendering Geometry, Painting Appearance
Zian Meng, Zhen Li, Chuanhao Li +2
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…
AlayaWorld: Interactive Long-Horizon World Modeling - Full Technical Report (v1.1)
AlayaWorld Team, Kaipeng Zhang, Chuanhao Li +15
This report presents an improved version of AlayaWorld. While the backbone architecture, chunk-wise autoregressive generation scheme, and training data remain unchanged from the pr…
ShadowDancer: Teaching Video World Models Any Action by Learning Unified Dynamics Representations from a Video and Its Shadow
Jin Cao, Zian Meng, Kaipeng Zhang
We present ShadowDancer, a novel approach to any-action, frame-level control of interactive video world models. The obstacle is representational: existing interfaces either encode…
AlayaWorld: Interactive Long-Horizon World Modeling -- Full Technical Report
AlayaWorld Team, Kaipeng Zhang, Chuanhao Li +15
Unlike conventional video game development, which relies on labor-intensive pipelines for asset production, animation, physics, and programming, video world models generate interac…
From Pixels to States: Rethinking Interactive World Models as Game Engines
Zhen Li, Zian Meng, Shuwei Shi +4
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…
AlayaWorld: Long-Horizon and Playable Video World Generation
AlayaWorld Team, Kaipeng Zhang, Chuanhao Li +14
Game worlds have traditionally been built through labor-intensive production pipelines, making them costly to develop, difficult to customization, and expensive to modify after dep…