Interactive world models reframed as game engines, with a 90-hour state-aligned Black Myth: Wukong dataset

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

Zhen Li, Zian Meng, Shuwei Shi, Mingliang Zhai, Jiaming Tan, Chuanhao Li, Kaipeng Zhang

cs.CV

2026-07-16

An analysis paper auditing interactive world models through a game engine's action-state-observation loop across four dimensions, plus a 90-hour frame-aligned Black Myth: Wukong dataset of player actions and game states.

What problem this solves

A recent wave of video generative models offers a data-driven path to interactive worlds: predict the next frame conditioned on the player's action, and you have a candidate next-generation game engine. But a genuinely interactive game world needs three things at once: interaction outcomes that follow rules over evolving state, consequences that persist over long horizons, and real-time generation. Conventional engines realize these through an action-state-observation loop: player actions update an explicit game state by predefined rules, and observations are rendered from that state. This paper takes that loop as a lens and audits where current methods fall short.

Method

There is no new model. Across four dimensions, the authors group existing work into representative families and discuss each one's tradeoffs:

They also release a scalable data engine for Black Myth: Wukong: 90 hours of gameplay at 1280x720, 30 FPS, focused on high-interaction boss-encounter rollouts. Frame-aligned per tick: raw mouse and keyboard input, game state (poses, animations, skills, attributes), RGB plus depth, plus structured slot captions and semantic captions generated with Qwen3-VL-235B.

Results

There is no benchmark table of model comparisons. The "result" is a map of the field plus a dataset: the four dimensions make each family's strengths and weaknesses explicit, and the dataset fills a concrete gap, state-aware game world modeling lacks data. The authors' central claim is that existing methods deliver natural input control and near-real-time generation, but the hard capabilities all "revolve around the game state," which most models keep implicit.

Why it matters

For anyone working on world models or game AI, this paper saves time: the four-dimension framework lets you locate your own work in the family tree without rebuilding it from scratch, and the per-family tradeoffs are spelled out. The 90-hour, frame-aligned, state-annotated dataset is the more concrete contribution. Interaction data with ground-truth game state is scarce, and this is raw material for directions that plug explicit state into the generation loop. It is a position paper plus a dataset, not a benchmark chase, so calibrate expectations accordingly.

Limitations

This is an analysis and position paper, not an empirical study: no model, no reproducible experiments, and every claim about which family is stronger is qualitative, with the grouping itself a subjective choice. The dataset covers a single game (Black Myth: Wukong) and focuses on boss encounters, one high-interaction regime; whether it represents open-world exploration or varied play styles is unclear, and 90 hours is narrow relative to real game diversity. The four-dimension framework is the authors' organizing lens, not an established taxonomy. The paper is meant to foster progress, but a position paper's impact ultimately depends on whether the community adopts the taxonomy and whether the dataset gets used, neither of which is yet visible.

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