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From Virtual Games to Real-World Play

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arxiv 2506.18901 v1 pith:CHGEMSCG submitted 2025-06-23 cs.CV

classification cs.CV
keywords real-worldcontrolrealplaygamevideogenerationincludinginteractive
verification ladder T0 review T1 audit T2 compute T3 formal
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We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/

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Cited by 3 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. CustomX: Unified Character, Action, and Scene Customization in Video World Models

    cs.CV 2025-12 conditional novelty 6.0 of 10

    AniX generates controllable videos of a user-supplied character performing typed actions inside a user-supplied 3D scene by fine-tuning a pre-trained video generator on small locomotion datasets.

  2. WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling

    cs.CV 2025-12 unverdicted novelty 6.0 of 10

    WorldPlay uses dual action representation, reconstituted context memory, and context forcing distillation to produce consistent 720p streaming video at 24 FPS for interactive world modeling.

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

    cs.CV 2026-07 conditional novelty 5.0 of 10

    Interactive world models are reorganized around the game-engine action-state-observation loop, and a 90-hour Black Myth: Wukong dataset with frame-aligned actions, ground-truth states, and observations is introduced.

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