AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction
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Abstract (arXiv)
Recent advancements in image and video synthesis have opened up new promise in generative games. One particularly intriguing application is transforming characters from anime films into interactive, playable entities. This allows players to immerse themselves in the dynamic anime world as their favorite characters for life simulation through language instructions. Such games are defined as infinite game since they eliminate predetermined boundaries and fixed gameplay rules, where players can interact with the game world through open-ended language and experience ever-evolving storylines and environments. Recently, a pioneering approach for infinite anime life simulation employs large language models (LLMs) to translate multi-turn text dialogues into language instructions for image generation. However, it neglects historical visual context, leading to inconsistent gameplay. Furthermore, it only generates static images, failing to incorporate the dynamics necessary for an engaging gaming experience. In this work, we propose AnimeGamer, which is built upon Multimodal Large Language Models (MLLMs) to generate each game state, including dynamic animation shots that depict character movements and updates to character states, as illustrated in Figure 1. We introduce novel action-aware multimodal representations to represent animation shots, which can be decoded into high-quality video clips using a video diffusion model. By taking historical animation shot representations as context and predicting subsequent representations, AnimeGamer can generate games with contextual consistency and satisfactory dynamics. Extensive evaluations using both automated metrics and human evaluations demonstrate that AnimeGamer outperforms existing methods in various aspects of the gaming experience. Codes and checkpoints are available at https://github.com/TencentARC/AnimeGamer.
Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). Builds on 63 of its 86 references that are in the map. First posted on arXiv 1 Apr 2025.
Builds on
63 of 86 references.
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50 most cited of 63 All 63 (JSON)
Built on by
Citing papers per year: 2025: 2; 2026: 5.
7 papers.
- 2025PlayerOne: Egocentric World Simulatorcited by 20
- 2025AnimeShooter: A Multi-Shot Animation Dataset for Reference-Guided Video Generationcited by 8
- 2026From Pixels to States: Rethinking Interactive World Models as Game Enginescited by 4
- 2026Beyond the Golden Data: Resolving the Motion-Vision Quality Dilemma via Timestep Selective Trainingcited by 3
- 2026AI for Games in the Foundation Model Eracited by 2
- 2026Online Agent-as-a-Judge: Situation-Generating Evaluation for Interactive Agentscited by 1
- 2026DiVA: Enabling Interactive Digital Life Simulation via Video Modelscited by 0
- 2026AI for Games in the Foundation Model Era15 Sep 2026
- 2026DiVA: Enabling Interactive Digital Life Simulation via Video Models12 Sep 2026
- 2026From Pixels to States: Rethinking Interactive World Models as Game Engines15 Jul 2026
- 2026Online Agent-as-a-Judge: Situation-Generating Evaluation for Interactive Agents6 Jun 2026
- 2026Beyond the Golden Data: Resolving the Motion-Vision Quality Dilemma via Timestep Selective Training26 Mar 2026
- 2025PlayerOne: Egocentric World Simulator11 Jun 2025
- 2025AnimeShooter: A Multi-Shot Animation Dataset for Reference-Guided Video Generation3 Jun 2025
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