Papers for

interactive media creators

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Psychology informed benchmark improves video social understanding tests

PsycheMME: A Psychology-Informed Benchmark for Social Understanding and Interaction in Videos

Abstract: Understanding human needs and selecting responses require distinct judgments that aggregate accuracy can obscure. We introduce PsycheMME, a video benchmark informed by psychology, with eight capabilities spanning grounding, states, needs, interaction decisions, memory, and risk. Drawing on Social Information Processing and the Perception-Action Cycle, this organization separates human understanding from response selection. We construct 1,000 questions from 630 episodes through independent answering with proposed references withheld and expert review. Our Reasoning-Verified protocol weights answer credit by the support and logical consistency of explicit rationales against annotated cues. Across 17 models, Timing has the lowest Verified scores and credit retention, with weaker support judgments for correct Timing answers. Models with similar Need scores still differ in answer completeness on open questions. Input controls and SFT/GRPO examine context dependence and adaptation. Evaluating answers alongside rationales locates where models fail across understanding, response selection, and justification.

Tue 20 OctComputer Vision and Pattern Recognition
The gist
Understanding social situations in videos involves figuring out what people want and how they should respond, which are different skills. The authors created PsycheMME, a dataset and test that focuses on both understanding and decision-making, using ideas from psychology. It includes questions about human states, needs, memory, and interactions, and checks answers by how well their explanations match evidence. Testing 17 AI models showed where they succeed or fail in grasping social cues and making good choices.
Open → 2610.28625v1

GameDirector separates gameplay rules from rendering for flexible gaming

GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models

Abstract: Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment dynamics from pixel-level supervision, jointly modeling perception, memory, state transitions, and rendering within a single end-to-end framework. While this design enables open-ended, action-controllable generation, it still falls short of delivering a complete gameplay experience. Games are governed by explicit mechanics, such as health deduction, skill activation, combat rules, and termination conditions. These mechanics depend on precise and consistent state transitions that generative models alone cannot reliably enforce. In contrast, game engines can guarantee such mechanics through hard-coded rules, but provide limited flexibility for player-driven creation. To bridge these paradigms, we introduce GameDirector, the first agentic framework that decouples rule-based gameplay logic from visual rendering. Given player-defined configurations, the framework acts as an intelligent director that interprets visual observations, updates game states, tactically controls NPCs, and enforces gameplay rules. It then translates these decisions into text prompts that guide the video world model to render the resulting gameplay. This separation allows players to configure characters, states, and rules much like a game developer while preserving coherent game mechanics. Experiments on three games, using data collected by our automated gameplay agent, show that GameDirector achieves accurate state tracking, reliable rule following, and improves boss action quality by more than 39.9% over various end-to-end game world model settings. Overall, by externalizing player-controllable game logic, GameDirector establishes a middle ground between hard-coded simulation and generative modeling, enabling more flexible and closed-loop gameplay experiences.

Tue 22 SeptComputer Vision and Pattern Recognition
The gist
Today’s video game models try to learn how game worlds behave all at once, including how things look and how they act, but this often misses important game rules like health or combat. The authors present GameDirector, a new system that splits the game’s rules and logic from the visuals. It manages the game state and enforces rules like a traditional game engine, then tells a separate visual model how to show what’s happening. This method helps players customize and control the game more like developers do, while keeping the game behaving correctly.
Open → 2609.25652v1

Zing 0.5 enables playable worlds with keyboard and text control

Zing-0.5: Toward Playable Worlds with Real-Time Joint Action and Text Control

Abstract: We introduce Zing-0.5, a 5B autoregressive world model designed for playability: users can explore generated worlds, influence unfolding events, and respond to the resulting feedback through joint keyboard and online text control. Our approach brings together three technical contributions: (1) Unified action and text conditioning, combining magnitude-aware keyboard inputs with temporally aligned text instructions and jointly annotated videos to learn navigation and event control within the same sequence; (2) Event-scale supervision for incremental generation, using a segment-level teacher trained on connected multi-prompt videos to supervise a block-level causal student through distribution-matching distillation; and (3) Low-cost real-time interaction, combining four-step generation with context-preserving streaming to support 832 x 480 inference at 24 FPS at an estimated server rental cost of approximately USD 0.009 per stream-minute. Zing-0.5 achieves an overall score of 81.0 and a consistency score of 88.5 across 158 WBench Navigation cases. A joint-control demonstration shows a text-directed event change during continued navigation without restarting generation. We release the model weights, inference code, and Zing-SGLang serving implementation to support further work on playable generated worlds.

Tue 15 SeptComputer Vision and Pattern RecognitionMachine Learning
The gist
Playing and controlling digital worlds often requires complicated tools or starts over when changing the story. The authors created Zing-0.5, a computer model that lets users explore virtual worlds and change events in real time using both keyboard inputs and text instructions together. It can create smooth, continuous experiences where players navigate and influence events without restarting. This helps make interactive storytelling and games more flexible and engaging.
Open → 2609.17909v1

Programmable model keeps track of game worlds for longer play

Programmable World Model

Abstract: Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

Wed 9 SeptComputer Vision and Pattern Recognition
The gist
Video world models can create cool visuals but often forget details about what’s going on in the game world, especially over long times. The authors designed a system where instructions are turned into computer programs that keep track of every object and their rules in a game world. This system keeps an explicit record of everything happening, even things off screen or not visible. Then it uses this record to help generate videos that match what’s going on in the game world. Their method works much better at keeping track of objects and states during long interactions than earlier methods.
Open → 2609.10540v1