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Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory

22 Pith papers cite this work. Polarity classification is still indexing.

22 Pith papers citing it
abstract

With the advancement of interactive video generation, diffusion models have increasingly demonstrated their potential as world models. However, existing approaches still struggle to simultaneously achieve memory-enabled long-term temporal consistency and high-resolution real-time generation, limiting their applicability in real-world scenarios. To address this, we present Matrix-Game 3.0, a memory-augmented interactive world model designed for 720p real-time longform video generation. Building upon Matrix-Game 2.0, we introduce systematic improvements across data, model, and inference. First, we develop an upgraded industrial-scale infinite data engine that integrates Unreal Engine-based synthetic data, large-scale automated collection from AAA games, and real-world video augmentation to produce high-quality Video-Pose-Action-Prompt quadruplet data at scale. Second, we propose a training framework for long-horizon consistency: by modeling prediction residuals and re-injecting imperfect generated frames during training, the base model learns self-correction; meanwhile, camera-aware memory retrieval and injection enable the base model to achieve long horizon spatiotemporal consistency. Third, we design a multi-segment autoregressive distillation strategy based on Distribution Matching Distillation (DMD), combined with model quantization and VAE decoder pruning, to achieve efficient real-time inference. Experimental results show that Matrix-Game 3.0 achieves up to 40 FPS real-time generation at 720p resolution with a 5B model, while maintaining stable memory consistency over minute-long sequences. Scaling up to a 2x14B model further improves generation quality, dynamics, and generalization. Our approach provides a practical pathway toward industrial-scale deployable world models.

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cs.CV 21 cs.LG 1

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2026 22

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representative citing papers

MoVerse: Real-Time Video World Modeling with Panoramic Gaussian Scaffold

cs.CV · 2026-06-11 · unverdicted · novelty 6.0

MoVerse generates real-time interactive video world models from single narrow-FOV images via panoramic diffusion expansion, Gaussian scaffold lifting, and distillation of a bidirectional diffusion teacher into a causal autoregressive renderer.

Prisma-World: Camera-Controllable Multi-Agent Video World Model

cs.CV · 2026-06-08 · unverdicted · novelty 6.0

Prisma-World is a diffusion-based multi-agent video model that uses joint full-attention, multi-agent RoPE, and relative camera geometry injection plus curriculum training to produce consistent cross-view videos from flexible agent counts.

EverAnimate: Minute-Scale Human Animation via Latent Flow Restoration

cs.CV · 2026-05-14 · unverdicted · novelty 6.0

EverAnimate restores drifted latent flow trajectories in chunked video generation via persistent latent propagation and restorative flow matching, achieving measurable gains in PSNR, SSIM, LPIPS, and FID over prior long-animation methods with only LoRA tuning.

Infinite Worlds with Versatile Interactions

cs.CV · 2026-07-08 · conditional · novelty 5.0

An open-source causal video world model sustains hour-long, 720p/60fps interactive generation without visual drift, paired with a VLM-based director-pilot agentic harness for rich, open-ended interaction.

AlayaWorld: Long-Horizon and Playable Video World Generation

cs.CV · 2026-07-07 · conditional · novelty 4.0

AlayaWorld is a full-stack open-source framework for interactive video world generation, combining 3D spatial caching, error-bank training, and few-step distillation for real-time playable worlds.

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Showing 22 of 22 citing papers.