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A Survey of Interactive Generative Video

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arxiv 2504.21853 v1 pith:TGVFU3HS submitted 2025-04-30 cs.CV

A Survey of Interactive Generative Video

classification cs.CV
keywords interactivevideocontrolfuturegenerativetechnologyapplicationscapabilities
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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Interactive Generative Video (IGV) has emerged as a crucial technology in response to the growing demand for high-quality, interactive video content across various domains. In this paper, we define IGV as a technology that combines generative capabilities to produce diverse high-quality video content with interactive features that enable user engagement through control signals and responsive feedback. We survey the current landscape of IGV applications, focusing on three major domains: 1) gaming, where IGV enables infinite exploration in virtual worlds; 2) embodied AI, where IGV serves as a physics-aware environment synthesizer for training agents in multimodal interaction with dynamically evolving scenes; and 3) autonomous driving, where IGV provides closed-loop simulation capabilities for safety-critical testing and validation. To guide future development, we propose a comprehensive framework that decomposes an ideal IGV system into five essential modules: Generation, Control, Memory, Dynamics, and Intelligence. Furthermore, we systematically analyze the technical challenges and future directions in realizing each component for an ideal IGV system, such as achieving real-time generation, enabling open-domain control, maintaining long-term coherence, simulating accurate physics, and integrating causal reasoning. We believe that this systematic analysis will facilitate future research and development in the field of IGV, ultimately advancing the technology toward more sophisticated and practical applications.

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Forward citations

Cited by 11 Pith papers

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

  1. MemLearner: Learning to Query Context memory for Video World Models

    cs.CV 2026-06 unverdicted novelty 7.0

    MemLearner introduces a learning-based adaptive context query method using query tokens in video world models to improve long-term scene consistency over rule-based retrieval.

  2. MultiWorld: Scalable Multi-Agent Multi-View Video World Models

    cs.CV 2026-04 unverdicted novelty 7.0

    MultiWorld is a scalable framework for multi-agent multi-view video world models that improves controllability and consistency over single-agent baselines in game and robot tasks.

  3. DreamDojo: A Generalist Robot World Model from Large-Scale Human Videos

    cs.RO 2026-02 unverdicted novelty 7.0

    DreamDojo is a foundation world model pretrained on the largest human video dataset to date that uses continuous latent actions to transfer interaction knowledge and achieves controllable physics simulation after robo...

  4. Training Agents Inside of Scalable World Models

    cs.AI 2025-09 conditional novelty 7.0

    Dreamer 4 is the first agent to obtain diamonds in Minecraft from only offline data by reinforcement learning inside a scalable world model that accurately predicts game mechanics.

  5. Echo-Memory: A Controlled Study of Memory in Action World Models

    cs.CV 2026-06 unverdicted novelty 6.0

    A controlled study finds that block-wise state-space recurrence outperforms other memory designs for open-domain scene return in action-conditioned video models, and that standard replay metrics do not adequately meas...

  6. SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models

    cs.CV 2026-05 unverdicted novelty 6.0

    SCOPE adds per-pixel action conditioning to pretrained video diffusion models and releases the CrossFPS multi-game dataset to support cross-game FPS world model simulation with zero-shot transfer.

  7. Geometry Forcing: Marrying Video Diffusion and 3D Representation for Consistent World Modeling

    cs.CV 2025-07 unverdicted novelty 6.0

    Geometry Forcing aligns video diffusion representations with geometric foundation model features via angular cosine and scale regression objectives to improve 3D consistency in generated videos.

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

    cs.CV 2026-07 conditional novelty 5.0

    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.

  9. OpenWorldLib: A Unified Codebase and Definition of Advanced World Models

    cs.CV 2026-04 conditional novelty 4.0

    OpenWorldLib defines world models as perception-centered systems with interaction and long-term memory, and provides a modular inference codebase unifying interactive video, 3D, reasoning, and VLA tasks.

  10. OpenWorldLib: A Unified Codebase and Definition of Advanced World Models

    cs.CV 2026-04 unverdicted novelty 4.0

    OpenWorldLib offers a standardized codebase and definition for world models that combine perception, interaction, and memory to understand and predict the world.

  11. Towards Interactive Video World Modeling: Frontiers, Challenges, Benchmarks, and Future Trends

    cs.CV 2026-05 unverdicted novelty 2.0

    This survey reviews trends, challenges, benchmarks, and future directions in action-conditioned interactive world modeling for video and 3D generation.