# Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition

arXiv: https://arxiv.org/abs/2506.17201 · HTML: https://mlsanity.com/paper/2506.17201/

## Key facts

- Cited by 98 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 33 references that are in the map.
- First posted on arXiv 20 Jun 2025.

## Builds on (most cited first, 26 of 26)

- [Qwen2-VL: Enhancing Vision-Language Model's Perception of the World at Any Resolution](https://mlsanity.com/paper/2409.12191/) (2024)
- [Scaling Rectified Flow Transformers for High-Resolution Image Synthesis](https://mlsanity.com/paper/2403.03206/) (2024)
- [Stable Video Diffusion: Scaling Latent Video Diffusion Models to Large Datasets](https://mlsanity.com/paper/2311.15127/) (2023)
- [RAFT: Recurrent All-Pairs Field Transforms for Optical Flow](https://mlsanity.com/paper/2003.12039/) (2020)
- [VBench: Comprehensive Benchmark Suite for Video Generative Models](https://mlsanity.com/paper/2311.17982/) (2023)
- [HunyuanVideo: A Systematic Framework For Large Video Generative Models](https://mlsanity.com/paper/2412.03603/) (2024)
- [Align your Latents: High-Resolution Video Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2304.08818/) (2023)
- [Latent Consistency Models: Synthesizing High-Resolution Images with Few-Step Inference](https://mlsanity.com/paper/2310.04378/) (2023)
- [Diffusion Forcing: Next-token Prediction Meets Full-Sequence Diffusion](https://mlsanity.com/paper/2407.01392/) (2024)
- [MotionCtrl: A Unified and Flexible Motion Controller for Video Generation](https://mlsanity.com/paper/2312.03641/) (2023)
- [CameraCtrl: Enabling Camera Control for Text-to-Video Generation](https://mlsanity.com/paper/2404.02101/) (2024)
- [MonST3R: A Simple Approach for Estimating Geometry in the Presence of Motion](https://mlsanity.com/paper/2410.03825/) (2024)
- [StyleGAN-V: A Continuous Video Generator with the Price, Image Quality and Perks of StyleGAN2](https://mlsanity.com/paper/2112.14683/) (2021)
- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [StreamingT2V: Consistent, Dynamic, and Extendable Long Video Generation from Text](https://mlsanity.com/paper/2403.14773/) (2024)
- [GameFactory: Creating New Games with Generative Interactive Videos](https://mlsanity.com/paper/2501.08325/) (2025)
- [GameGen-X: Interactive Open-world Game Video Generation](https://mlsanity.com/paper/2411.00769/) (2024)
- [Long-Context Autoregressive Video Modeling with Next-Frame Prediction](https://mlsanity.com/paper/2503.19325/) (2025)
- [One-Minute Video Generation with Test-Time Training](https://mlsanity.com/paper/2504.05298/) (2025)
- [CameraCtrl II: Dynamic Scene Exploration via Camera-controlled Video Diffusion Models](https://mlsanity.com/paper/2503.10592/) (2025)
- [WorldDreamer: Towards General World Models for Video Generation via Predicting Masked Tokens](https://mlsanity.com/paper/2401.09985/) (2024)
- [FreeLong: Training-Free Long Video Generation with SpectralBlend Temporal Attention](https://mlsanity.com/paper/2407.19918/) (2024)
- [Phased Consistency Models](https://mlsanity.com/paper/2405.18407/) (2024)
- [The Matrix: Infinite-Horizon World Generation with Real-Time Moving Control](https://mlsanity.com/paper/2412.03568/) (2024)
- [ViD-GPT: Introducing GPT-style Autoregressive Generation in Video Diffusion Models](https://mlsanity.com/paper/2406.10981/) (2024)
- [Hunyuan-Game: Industrial-grade Intelligent Game Creation Model](https://mlsanity.com/paper/2505.14135/) (2025)

## Built on by (most cited first, 30 of 98)

- [Self-Forcing++: Towards Minute-Scale High-Quality Video Generation](https://mlsanity.com/paper/2510.02283/) (2025)
- [Matrix-game 2.0: An open-source real-time and streaming interactive world model](https://mlsanity.com/paper/2508.13009/) (2025)
- [WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling](https://mlsanity.com/paper/2512.14614/) (2025)
- [RELIC: Interactive Video World Model with Long-Horizon Memory](https://mlsanity.com/paper/2512.04040/) (2025)
- [PointWorld: Scaling 3D World Models for In-The-Wild Robotic Manipulation](https://mlsanity.com/paper/2601.03782/) (2026)
- [SpatialVID: A Large-Scale Video Dataset with Spatial Annotations](https://mlsanity.com/paper/2509.09676/) (2025)
- [MotionStream: Real-Time Video Generation with Interactive Motion Controls](https://mlsanity.com/paper/2511.01266/) (2025)
- [Helios: Real Real-Time Long Video Generation Model](https://mlsanity.com/paper/2603.04379/) (2026)
- [WoVR: World Models as Reliable Simulators for Post-Training VLA Policies with RL](https://mlsanity.com/paper/2602.13977/) (2026)
- [World-in-World: World Models in a Closed-Loop World](https://mlsanity.com/paper/2510.18135/) (2025)
- [Lyra 2.0: Explorable Generative 3D Worlds](https://mlsanity.com/paper/2604.13036/) (2026)
- [Infinite-World: Scaling Interactive World Models to 1000-Frame Horizons via Pose-Free Hierarchical Memory](https://mlsanity.com/paper/2602.02393/) (2026)
- [WBench: A Comprehensive Multi-turn Benchmark for Interactive Video World Model Evaluation](https://mlsanity.com/paper/2605.25874/) (2026)
- [LoL: Longer than Longer, Scaling Video Generation to Hour](https://mlsanity.com/paper/2601.16914/) (2026)
- [Pack and Force Your Memory: Long-form and Consistent Video Generation](https://mlsanity.com/paper/2510.01784/) (2025)
- [VerseCrafter: Dynamic Realistic Video World Model with 4D Geometric Control](https://mlsanity.com/paper/2601.05138/) (2026)
- [LiveWorld: Simulating Out-of-Sight Dynamics in Generative Video World Models](https://mlsanity.com/paper/2603.07145/) (2026)
- [Out of Sight but Not Out of Mind: Hybrid Memory for Dynamic Video World Models](https://mlsanity.com/paper/2603.25716/) (2026)
- [WorldMark: A Unified Benchmark Suite for Interactive Video World Models](https://mlsanity.com/paper/2604.21686/) (2026)
- [WorldCompass: Reinforcement Learning for Long-Horizon World Models](https://mlsanity.com/paper/2602.09022/) (2026)
- [RealWonder: Real-Time Physical Action-Conditioned Video Generation](https://mlsanity.com/paper/2603.05449/) (2026)
- [WorldStereo: Bridging Camera-Guided Video Generation and Scene Reconstruction via 3D Geometric Memories](https://mlsanity.com/paper/2603.02049/) (2026)
- [Omni-WorldBench: Towards a Comprehensive Interaction-Centric Evaluation for World Models](https://mlsanity.com/paper/2603.22212/) (2026)
- [A Survey on Cache Methods in Diffusion Models: Toward Efficient Multi-Modal Generation](https://mlsanity.com/paper/2510.19755/) (2025)
- [BAgger: Backwards Aggregation for Mitigating Drift in Autoregressive Video Diffusion Models](https://mlsanity.com/paper/2512.12080/) (2025)
- [MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines](https://mlsanity.com/paper/2603.06679/) (2026)
- [Simulating the Visual World with Artificial Intelligence: A Roadmap](https://mlsanity.com/paper/2511.08585/) (2025)
- [Wonder: Video World Model Done Better](https://mlsanity.com/paper/2607.26037/) (2026)
- [Agentic World Modeling: Foundations, Capabilities, Laws, and Beyond](https://mlsanity.com/paper/2604.22748/) (2026)
- [Alaya-EVOKE: From Linear-Scaling Supervision to Endless World](https://mlsanity.com/paper/2608.13546/) (2026)

## Abstract (arXiv)

Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.
