mlsanityData to 14 Oct 2026

Promptable Game Models: Text-Guided Game Simulation via Masked Diffusion Models

arXiv 2303.13472 ↗First posted 23 Mar 2023cs.CV cs.AIcited by 22

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.

References · 62

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38 more
  1. 2022Photorealistic Text-to-Image Diffusion Models with Deep Language Understandingcited by 6,355
  2. 2021Zero-Shot Text-to-Image Generationcited by 4,288
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50 most cited of 62 All 62 (JSON)

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2024: 7; 2025: 9; 2026: 6.

22 papers.

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  1. 2024Diffusion Models Are Real-Time Game Enginescited by 296
  2. 2025GameFactory: Creating New Games with Generative Interactive Videoscited by 130
  3. 2024BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated Objectscited by 30
  4. 2024Recent Trends in 3D Reconstruction of General Non-Rigid Scenescited by 28
  5. 2024Playable Game Generationcited by 26
  6. 2025Generative Physical AI in Vision: A Surveycited by 24
  7. 2025A Survey of Interactive Generative Videocited by 23
  8. 2025DecoupledGaussian: Object-Scene Decoupling for Physics-Based Interactioncited by 17
  9. 2026Code World Model: Coding Agent as World Braincited by 14
  10. 2024GRS: Generating Robotic Simulation Tasks from Real-World Imagescited by 13
  11. 2025Position: Interactive Generative Video as Next-Generation Game Enginecited by 13
  12. 2026AlayaWorld: Long-Horizon and Playable Video World Generationcited by 6
10 more
  1. 2025Model as a Game: On Numerical and Spatial Consistency for Generative Gamescited by 5
  2. 2025From Masks to Worlds: A Hitchhiker's Guide to World Modelscited by 5
  3. 2026From Pixels to States: Rethinking Interactive World Models as Game Enginescited by 4
  4. 2024Agent-to-Sim: Learning Interactive Behavior Models from Casual Longitudinal Videoscited by 3
  5. 2026Sekai2: From World Exploration to Interactive World Modelingcited by 3
  6. 2024CAGE: Unsupervised Visual Composition and Animation for Controllable Video Generationcited by 2
  7. 2025Betsu-Betsu: Multi-View Separable 3D Reconstruction of Two Interacting Objectscited by 2
  8. 2026PhysEditWorld: A Large-Scale Dataset Toward Physics-Editable World Modelscited by 2
  9. 2025Multimodal Generative AI with Autoregressive LLMs for Human Motion Understanding and Generation: A Way Forwardcited by 1
  10. 2026Discovering High Level Patterns from Simulation Tracescited by 0

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  1. 2026Player-1: Learning to Play from Synthetic Experience
  2. 2026NitroGen: An Open Foundation Model for Generalist Gaming Agents
  3. 2026From Gameplay Traces to Game Mechanics: Causal Induction with Large Language Models
  4. 2026Augmenting Game AI with Deep Reinforcement Learning
  5. 2022Understanding Game-Playing Agents with Natural Language Annotations
  6. 2024Read to Play (R2-Play): Decision Transformer with Multimodal Game Instruction
  7. 2026GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models
  8. 2025Learning Game-Playing Agents with Generative Code Optimization