arXiv:2607.14076cs.CV2026-07被引 2

将游戏世界建模为可交互的引擎,推动真实互动体验

From Pixels to States: Rethinking Interactive World Models as Game Engines

论文配图:From Pixels to States: Rethinking Interactive World Models as Game Engines
图 1 · 摘自论文原文
  • 以游戏引擎循环为框架,分析交互世界建模的四大维度
  • 构建超90小时《黑神话:悟空》数据集,含动作、状态、视觉同步数据
  • 适合研究游戏生成、状态感知与实时交互的学者和开发者

构建能对玩家操作做出连贯响应的交互式世界,一直是计算机图形学、游戏与人工智能的共同目标。近期视频生成模型通过条件预测未来观测,被视为下一代游戏引擎的可能路径。但实现真正交互的世界,需满足规则驱动的行为、长期持续的结果以及实时生成循环。传统游戏引擎依赖动作-状态-观测的递归循环,由预设规则更新显式游戏状态,并从状态渲染观测。本文以此循环为视角,从玩家动作控制、游戏状态动态、状态-观测持久性、实时生成四个维度出发,梳理现有方法的分类与优劣。此外,提出一个可扩展的数据引擎,收集了超过90小时《黑神话:悟空》的玩法数据,包含帧对齐的玩家动作、真实游戏状态与视觉观测,以及结构化语义标注,为状态感知的游戏世界建模提供资源。期望本工作清晰呈现领域现状,推动交互式游戏世界的发展。

原文摘要 · Abstract (English)

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.

游戏生成状态建模数据集交互系统

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