Incantation: Natural Language as the Action Interface for Multi-Entity Video World Models
On the map: World models → Video-generation world models and simulators
Abstract (arXiv)
Modern interactive video world models have achieved impressive visual fidelity, yet lack fine-grained multi-entity control and cross-entity, cross-world generalization. We trace this gap to the action interface: standard control protocols (e.g. animation IDs, device inputs, scene-level captions) bind action semantics to specific entities or engines at design time. We propose natural language as the interface to unlock expressiveness that no prior interface can achieve, and we present Incantation, the first interactive video world model with per-latent-frame (0.25 s) natural-language conditioning that supports simultaneous multi-entity control and concept-level cross-entity transfer beyond any fixed rendering pipeline. We pair a pretrained bidirectional video backbone with frame-local text cross-attention, and enable real-time long-horizon streaming through ODE-initialized Self-Forcing distillation with a RoPE-decoupled sliding KV-cache. We surpass the Action-Index baseline on cross-entity transfer (89% vs. 43%) and out-of-vocabulary prompts (90% vs. 0%), and our 2-step student sustains 19.7 FPS at 480p with stable FVD over 2-hour rollouts. We further apply the same architecture and training recipe to The King of Fighters, changing only the per-entity action vocabulary slots. We have released a preview subset of the Incantation dataset at https://huggingface.co/datasets/zhush/incantation-elden-ring-scenes, containing manually collected Elden Ring player-boss combat clips with structured action-oriented metadata. Larger-scale Elden Ring and KOF data will be released with the full project.
Key facts. Cited by 10 papers in the map (data through 7 Oct 2026). Placed in Video-generation world models and simulators, one of 11 directions in World models. Builds on 40 of its 50 references that are in the map. First posted on arXiv 18 May 2026.
Builds on
40 of 50 references.
Closest ancestors · 19
Same direction, newest first
- 2026LiveWorld: Simulating Out-of-Sight Dynamics in Generative Video World Models7 Mar
- 2026MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines3 Mar
- 2026ShareVerse: Multi-Agent Consistent Video Generation for Shared World Modeling3 Mar
- 2026Solaris: Building a Multiplayer Video World Model in Minecraft25 Feb
- 2026Infinite-World: Scaling Interactive World Models to 1000-Frame Horizons via Pose-Free Hierarchical Memory2 Feb
- 2026Advancing Open-source World Models28 Jan
- 2025WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling16 Dec
- 2025Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model28 Nov
- 2025Matrix-game 2.0: An open-source real-time and streaming interactive world model18 Aug
- 2025Vid2World: Crafting Video Diffusion Models to Interactive World Models20 May
- 2025MineWorld: a Real-Time and Open-Source Interactive World Model on Minecraft11 Apr
- 2025Wan: Open and Advanced Large-Scale Video Generative Models26 Mar
7 more
- 2025GameFactory: Creating New Games with Generative Interactive Videos14 Jan
- 2024GameGen-X: Interactive Open-world Game Video Generation1 Nov
- 2024AVID: Adapting Video Diffusion Models to World Models1 Oct
- 2024Diffusion Models Are Real-Time Game Engines27 Aug
- 2024Genie: Generative Interactive Environments23 Feb
- 2023Stable Video Diffusion: Scaling Latent Video Diffusion Models to Large Datasets25 Nov
- 2022Flow Matching for Generative Modeling6 Oct
Other references · 21
- 2020Retrieval-Augmented Generation for Knowledge-Intensive NLP Taskscited by 9,160
- 2023Qwen Technical Reportcited by 3,273
- 2025Qwen3-VL Technical Reportcited by 2,534
- 2022Video Diffusion Modelscited by 2,280
- 2023Efficient Streaming Language Models with Attention Sinkscited by 2,115
- 2023One-step Diffusion with Distribution Matching Distillationcited by 978
- 2018Recurrent World Models Facilitate Policy Evolutioncited by 761
- 2025Self Forcing: Bridging the Train-Test Gap in Autoregressive Video Diffusioncited by 569
- 2014Memory Networkscited by 354
- 2024Diffusion for World Modeling: Visual Details Matter in Ataricited by 285
- 2025LongLive: Real-time Interactive Long Video Generationcited by 237
- 2017Neural-Symbolic Learning and Reasoning: A Survey and Interpretationcited by 195
9 more
- 2023LM-Infinite: Zero-Shot Extreme Length Generalization for Large Language Modelscited by 120
- 2024The Matrix: Infinite-Horizon World Generation with Real-Time Moving Controlcited by 79
- 2025Reasoning Physical Video Generation with Diffusion Timestep Tokens via Reinforcement Learningcited by 17
- 2024BlendRL: A Framework for Merging Symbolic and Neural Policy Learningcited by 14
- 2025Neuro-Symbolic Generative Diffusion Models for Physically Grounded, Robust, and Safe Generationcited by 9
- 2023Zero-Shot Conditioning of Score-Based Diffusion Models by Neuro-Symbolic Constraintscited by 7
- 2026Neuro-Symbolic Synergy for World Modelingcited by 6
- 2026COMBAT: Conditional World Models for Behavioral Agent Trainingcited by 3
- 2026Logic-Guided Vector Fields for Constrained Generative Modelingcited by 2
Built on by
Citing papers per year: 2026: 10.
10 papers.
- 2026StatePlay: State-Aware Game World Models for Mechanics-Consistent Generationcited by 5
- 2026Marionette: Predicting World States, Rendering Geometry, Painting Appearancecited by 5
- 2026From Pixels to States: Rethinking Interactive World Models as Game Enginescited by 4
- 2026H3-World: Turning Language Understanding into World Controlcited by 4
- 2026WorldMind: Decoupled Game World Model for State-Aware NPC Behaviorcited by 3
- 2026ShadowDancer: Teaching Video World Models Any Action by Learning Unified Dynamics Representations from a Video and Its Shadowcited by 2
- 2026AI for Games in the Foundation Model Eracited by 2
- 2026GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Modelscited by 1
- 2026Code Plans, Diffusion Renders: Open-Ended Generative World Modelingcited by 0
- 2026CoDrive: Cross-Vehicle World-Consistent Video Generation with Precise Trajectory Control for Cooperative Drivingcited by 0
- 2026CoDrive: Cross-Vehicle World-Consistent Video Generation with Precise Trajectory Control for Cooperative Driving28 Sep 2026
- 2026Code Plans, Diffusion Renders: Open-Ended Generative World Modeling22 Sep 2026
- 2026GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models22 Sep 2026
- 2026AI for Games in the Foundation Model Era15 Sep 2026
- 2026H3-World: Turning Language Understanding into World Control1 Sep 2026
- 2026WorldMind: Decoupled Game World Model for State-Aware NPC Behavior18 Aug 2026
- 2026Marionette: Predicting World States, Rendering Geometry, Painting Appearance14 Aug 2026
- 2026ShadowDancer: Teaching Video World Models Any Action by Learning Unified Dynamics Representations from a Video and Its Shadow30 Jul 2026
- 2026StatePlay: State-Aware Game World Models for Mechanics-Consistent Generation29 Jul 2026
- 2026From Pixels to States: Rethinking Interactive World Models as Game Engines15 Jul 2026
Similar, not cited
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- 2025MagicWorld: Towards Long-Horizon Stability for Interactive Video World Exploration
- 2026WorldPlay2: Extending Real-Time Interactive World Models in Control and Horizon
- 2026Worldscape-MoE: A Unified Mixture-of-Experts World Model for Scalable Heterogeneous Action Control
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