Promptable Game Models: Text-Guided Game Simulation via Masked Diffusion Models
On the map: Diffusion models → Diffusion and flow policies for robotics
Abstract (arXiv)
Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play a game action-by-action, its rigidity precludes more semantic forms of control. To overcome this limitation, we augment game models with prompts specified as a set of natural language actions and desired states. The result-a Promptable Game Model (PGM)-makes it possible for a user to play the game by prompting it with high- and low-level action sequences. Most captivatingly, our PGM unlocks the director's mode, where the game is played by specifying goals for the agents in the form of a prompt. This requires learning "game AI", encapsulated by our animation model, to navigate the scene using high-level constraints, play against an adversary, and devise a strategy to win a point. To render the resulting state, we use a compositional NeRF representation encapsulated in our synthesis model. To foster future research, we present newly collected, annotated and calibrated Tennis and Minecraft datasets. Our method significantly outperforms existing neural video game simulators in terms of rendering quality and unlocks applications beyond the capabilities of the current state of the art. Our framework, data, and models are available at https://snap-research.github.io/promptable-game-models/.
Key facts. Cited by 22 papers in the map (data through 14 Oct 2026). Placed in Diffusion and flow policies for robotics, one of 14 directions in Diffusion models. Builds on 62 of its 93 references that are in the map. First posted on arXiv 23 Mar 2023.
Builds on
62 of 93 references.
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50 most cited of 62 All 62 (JSON)
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Citing papers per year: 2024: 7; 2025: 9; 2026: 6.
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- 2026PhysEditWorld: A Large-Scale Dataset Toward Physics-Editable World Modelscited by 2
- 2026Code World Model: Coding Agent as World Brain26 Aug 2026
- 2026Sekai2: From World Exploration to Interactive World Modeling10 Aug 2026
- 2026From Pixels to States: Rethinking Interactive World Models as Game Engines15 Jul 2026
- 2026AlayaWorld: Long-Horizon and Playable Video World Generation7 Jul 2026
- 2026PhysEditWorld: A Large-Scale Dataset Toward Physics-Editable World Models25 Jun 2026
- 2025From Masks to Worlds: A Hitchhiker's Guide to World Models23 Oct 2025
- 2025Model as a Game: On Numerical and Spatial Consistency for Generative Games27 Mar 2025
- 2025GameFactory: Creating New Games with Generative Interactive Videos14 Jan 2025
- 2024Diffusion Models Are Real-Time Game Engines27 Aug 2024
- 2024BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated Objectscited by 30
- 2024Recent Trends in 3D Reconstruction of General Non-Rigid Scenescited by 28
- 2024Playable Game Generationcited by 26
- 2025Generative Physical AI in Vision: A Surveycited by 24
- 2025A Survey of Interactive Generative Videocited by 23
- 2025DecoupledGaussian: Object-Scene Decoupling for Physics-Based Interactioncited by 17
- 2024GRS: Generating Robotic Simulation Tasks from Real-World Imagescited by 13
- 2025Position: Interactive Generative Video as Next-Generation Game Enginecited by 13
- 2024Agent-to-Sim: Learning Interactive Behavior Models from Casual Longitudinal Videoscited by 3
- 2024CAGE: Unsupervised Visual Composition and Animation for Controllable Video Generationcited by 2
- 2025Betsu-Betsu: Multi-View Separable 3D Reconstruction of Two Interacting Objectscited by 2
- 2025Multimodal Generative AI with Autoregressive LLMs for Human Motion Understanding and Generation: A Way Forwardcited by 1
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- 2025Generative Physical AI in Vision: A Survey19 Jan 2025
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- 2024Agent-to-Sim: Learning Interactive Behavior Models from Casual Longitudinal Videos21 Oct 2024
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