14 Aug 2026
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.
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14 Aug 2026
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.
14 Aug 2026
Action-conditioned video world models require low-latency causal generation and reliable responses to game-native controls. Although causal distillation enables one- or few-step video synthesis, extending it to interactive world models remains challenging, as discrete keyboard…
30 Jul 2026
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 an action loosely, leaving how it unfolds for the model to improvise, or encode it exactly through…