From Virtual Games to Real-World Play
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Abstract (arXiv)
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/
Key facts. Cited by 9 papers in the map (data through 14 Oct 2026). Builds on 50 of its 55 references that are in the map. First posted on arXiv 23 Jun 2025.
Builds on
50 of 55 references.
References · 50
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38 more
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Built on by
Citing papers per year: 2025: 5; 2026: 4.
9 papers.
- 2025WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modelingcited by 170
- 2025Training Agents Inside of Scalable World Modelscited by 136
- 2026DreamDojo: A Generalist Robot World Model from Large-Scale Human Videoscited by 135
- 2025Spatia: Video Generation with Updatable Spatial Memorycited by 40
- 2026Memorize When Needed: Decoupled Memory Control for Spatially Consistent Long-Horizon Video Generationcited by 7
- 2025Feed-Forward 3D Gaussian Splatting Compression with Long-Context Modelingcited by 6
- 2026From Pixels to States: Rethinking Interactive World Models as Game Enginescited by 4
- 2025CustomX: Unified Character, Action, and Scene Customization in Video World Modelscited by 1
- 2026Code Plans, Diffusion Renders: Open-Ended Generative World Modelingcited by 0
- 2026Code Plans, Diffusion Renders: Open-Ended Generative World Modeling22 Sep 2026
- 2026From Pixels to States: Rethinking Interactive World Models as Game Engines15 Jul 2026
- 2026Memorize When Needed: Decoupled Memory Control for Spatially Consistent Long-Horizon Video Generation20 Apr 2026
- 2026DreamDojo: A Generalist Robot World Model from Large-Scale Human Videos6 Feb 2026
- 2025CustomX: Unified Character, Action, and Scene Customization in Video World Models18 Dec 2025
- 2025Spatia: Video Generation with Updatable Spatial Memory17 Dec 2025
- 2025WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling16 Dec 2025
- 2025Feed-Forward 3D Gaussian Splatting Compression with Long-Context Modeling30 Nov 2025
- 2025Training Agents Inside of Scalable World Models29 Sep 2025