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Position: Interactive Generative Video as Next-Generation Game Engine
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Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual environments, present an opportunity to revolutionize game creation. In this position paper, we propose Interactive Generative Video (IGV) as the foundation for Generative Game Engines (GGE), enabling unlimited novel content generation in next-generation gaming. GGE leverages IGV's unique strengths in unlimited high-quality content synthesis, physics-aware world modeling, user-controlled interactivity, long-term memory capabilities, and causal reasoning. We present a comprehensive framework detailing GGE's core modules and a hierarchical maturity roadmap (L0-L4) to guide its evolution. Our work charts a new course for game development in the AI era, envisioning a future where AI-powered generative systems fundamentally reshape how games are created and experienced.
Forward citations
Cited by 5 Pith papers
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Multiplayer Interactive World Models with Representation Autoencoders
A 5B-parameter latent diffusion model generates real-time four-player Rocket League matches conditioned on all players' actions, staying stable far beyond its training horizon.
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Matrix-Game: Interactive World Foundation Model
A 17B-parameter diffusion model generates controllable, physically consistent Minecraft video from a reference image and user actions, beating Oasis and MineWorld on a new benchmark.
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CDP: Towards Robust Autoregressive Visuomotor Policy Learning via Causal Diffusion
Causal Diffusion Policy adds historical action conditioning and attention cache sharing to diffusion-based robot policies, improving success rates on most tested manipulation tasks under degraded observations.
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From Pixels to States: Rethinking Interactive World Models as Game Engines
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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A Survey of Interactive Generative Video
A survey that divides interactive generative video research into five modules: generation, control, memory, dynamics, and intelligence.
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