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

arXiv: https://arxiv.org/abs/2303.13472 · HTML: https://mlsanity.com/paper/2303.13472/

## 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.

## Placed in

- Diffusion models / [Diffusion and flow policies for robotics](https://mlsanity.com/diffusion/diffusion-and-flow-policies-for-robotics/)

## Builds on (most cited first, 30 of 62)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Exploring the Limits of Transfer Learning with a Unified Text-to-Text Transformer](https://mlsanity.com/paper/1910.10683/) (2019)
- [RoBERTa: A Robustly Optimized BERT Pretraining Approach](https://mlsanity.com/paper/1907.11692/) (2019)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Denoising Diffusion Implicit Models](https://mlsanity.com/paper/2010.02502/) (2020)
- [Faster R-CNN: Towards Real-Time Object Detection with Region Proposal Networks](https://mlsanity.com/paper/1506.01497/) (2015)
- [Photorealistic Text-to-Image Diffusion Models with Deep Language Understanding](https://mlsanity.com/paper/2205.11487/) (2022)
- [Zero-Shot Text-to-Image Generation](https://mlsanity.com/paper/2102.12092/) (2021)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [Rich feature hierarchies for accurate object detection and semantic segmentation](https://mlsanity.com/paper/1311.2524/) (2013)
- [Imagen Video: High Definition Video Generation with Diffusion Models](https://mlsanity.com/paper/2210.02303/) (2022)
- [Make-A-Video: Text-to-Video Generation without Text-Video Data](https://mlsanity.com/paper/2209.14792/) (2022)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [DiffWave: A Versatile Diffusion Model for Audio Synthesis](https://mlsanity.com/paper/2009.09761/) (2020)
- [Magic3D: High-Resolution Text-to-3D Content Creation](https://mlsanity.com/paper/2211.10440/) (2022)
- [Towards Accurate Generative Models of Video: A New Metric & Challenges](https://mlsanity.com/paper/1812.01717/) (2018)
- [On the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/1812.07035/) (2018)
- [Frozen in Time: A Joint Video and Image Encoder for End-to-End Retrieval](https://mlsanity.com/paper/2104.00650/) (2021)
- [Self-Attention with Relative Position Representations](https://mlsanity.com/paper/1803.02155/) (2018)
- [CogVideo: Large-scale Pretraining for Text-to-Video Generation via Transformers](https://mlsanity.com/paper/2205.15868/) (2022)
- [HowTo100M: Learning a Text-Video Embedding by Watching Hundred Million Narrated Video Clips](https://mlsanity.com/paper/1906.03327/) (2019)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)

## Built on by (most cited first, 22 of 22)

- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [GameFactory: Creating New Games with Generative Interactive Videos](https://mlsanity.com/paper/2501.08325/) (2025)
- [BimArt: A Unified Approach for the Synthesis of 3D Bimanual Interaction with Articulated Objects](https://mlsanity.com/paper/2412.05066/) (2024)
- [Recent Trends in 3D Reconstruction of General Non-Rigid Scenes](https://mlsanity.com/paper/2403.15064/) (2024)
- [Playable Game Generation](https://mlsanity.com/paper/2412.00887/) (2024)
- [Generative Physical AI in Vision: A Survey](https://mlsanity.com/paper/2501.10928/) (2025)
- [A Survey of Interactive Generative Video](https://mlsanity.com/paper/2504.21853/) (2025)
- [DecoupledGaussian: Object-Scene Decoupling for Physics-Based Interaction](https://mlsanity.com/paper/2503.05484/) (2025)
- [Code World Model: Coding Agent as World Brain](https://mlsanity.com/paper/2608.25927/) (2026)
- [GRS: Generating Robotic Simulation Tasks from Real-World Images](https://mlsanity.com/paper/2410.15536/) (2024)
- [Position: Interactive Generative Video as Next-Generation Game Engine](https://mlsanity.com/paper/2503.17359/) (2025)
- [AlayaWorld: Long-Horizon and Playable Video World Generation](https://mlsanity.com/paper/2607.06291/) (2026)
- [Model as a Game: On Numerical and Spatial Consistency for Generative Games](https://mlsanity.com/paper/2503.21172/) (2025)
- [From Masks to Worlds: A Hitchhiker's Guide to World Models](https://mlsanity.com/paper/2510.20668/) (2025)
- [From Pixels to States: Rethinking Interactive World Models as Game Engines](https://mlsanity.com/paper/2607.14076/) (2026)
- [Agent-to-Sim: Learning Interactive Behavior Models from Casual Longitudinal Videos](https://mlsanity.com/paper/2410.16259/) (2024)
- [Sekai2: From World Exploration to Interactive World Modeling](https://mlsanity.com/paper/2608.09449/) (2026)
- [CAGE: Unsupervised Visual Composition and Animation for Controllable Video Generation](https://mlsanity.com/paper/2403.14368/) (2024)
- [Betsu-Betsu: Multi-View Separable 3D Reconstruction of Two Interacting Objects](https://mlsanity.com/paper/2502.13968/) (2025)
- [PhysEditWorld: A Large-Scale Dataset Toward Physics-Editable World Models](https://mlsanity.com/paper/2606.26694/) (2026)
- [Multimodal Generative AI with Autoregressive LLMs for Human Motion Understanding and Generation: A Way Forward](https://mlsanity.com/paper/2506.03191/) (2025)
- [Discovering High Level Patterns from Simulation Traces](https://mlsanity.com/paper/2602.10009/) (2026)

## 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/.
