SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models
On the map: World models → Video-generation world models and simulators
Abstract (arXiv)
Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles, failing under dense FPS inputs. We observe that FPS actions are spatially selective: discrete events such as firing or reloading affect only a localized region around the weapon (the scope), while continuous camera and movement signals govern stable surroundings. We propose SCOPE, which inserts a conditioning module into each transformer block of a pretrained video diffusion model. It reshapes features into per-pixel temporal sequences so that each position computes its action response from local visual content. This separates in-scope effects from out-of-scope generation without segmentation labels. We also introduce CrossFPS, the first multi-game FPS dataset with frame-aligned action telemetry. It comprises 69K clips from 7 titles with 10-DoF controller signals, curated to remove gameplay bias. The model learns general visual-to-action mappings rather than game-specific patterns, enabling zero-shot transfer to unseen scenes. Experiments confirm strong action responsiveness, precise scope separation, and effective cross-game generalization.
Key facts. Cited by 12 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 51 of its 63 references that are in the map. First posted on arXiv 22 May 2026.
Builds on
51 of 63 references.
Closest ancestors · 21
Same direction, newest first
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- 2022Scalable Diffusion Models with Transformers19 Dec
- 2022Flow Matching for Generative Modeling6 Oct
- 2020Score-Based Generative Modeling through Stochastic Differential Equations26 Nov
- 2020Denoising Diffusion Probabilistic Models19 Jun
Other references · 30
- 2021High-Resolution Image Synthesis with Latent Diffusion Modelscited by 18,694
- 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,029
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- 2019Dream to Control: Learning Behaviors by Latent Imaginationcited by 1,598
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- 2018World Modelscited by 1,444
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- 2018Towards Accurate Generative Models of Video: A New Metric & Challengescited by 1,204
- 2023One-step Diffusion with Distribution Matching Distillationcited by 978
- 2023PixArt-α: Fast Training of Diffusion Transformer for Photorealistic Text-to-Image Synthesiscited by 854
- 2025Cosmos World Foundation Model Platform for Physical AIcited by 833
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- 2024Open-Sora Plan: Open-Source Large Video Generation Modelcited by 286
- 2024Diffusion for World Modeling: Visual Details Matter in Ataricited by 285
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- 2025Context as Memory: Scene-Consistent Interactive Long Video Generation with Memory Retrievalcited by 157
- 2025WorldScore: A Unified Evaluation Benchmark for World Generationcited by 143
- 2021DriveGAN: Towards a Controllable High-Quality Neural Simulationcited by 125
- 2024DriveWorld: 4D Pre-trained Scene Understanding via World Models for Autonomous Drivingcited by 89
- 2025WISA: World Simulator Assistant for Physics-Aware Text-to-Video Generationcited by 87
- 2020Learning to Simulate Dynamic Environments with GameGANcited by 86
- 2026WorldArena: A Unified Benchmark for Evaluating Perception and Functional Utility of Embodied World Modelscited by 68
- 2025A Survey of Interactive Generative Videocited by 23
- 2024VFIMamba: Video Frame Interpolation with State Space Modelscited by 22
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- 2026Agentic World Modeling: Foundations, Capabilities, Laws, and Beyondcited by 10
Built on by
Citing papers per year: 2026: 12.
12 papers.
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- 2026WorldMind: Decoupled Game World Model for State-Aware NPC Behaviorcited by 3
- 2026Astronex-World 1.0: Real-Time Interactive World Model Foundationcited by 3
- 2026ForgeWM: Progressive Causal Training for Few-Step Action-Conditioned Video World Modelscited 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
- 2026PhysRAG: Enhancing Physics-Awareness in Video Generation via Retrieval-Augmented Generationcited by 0
- 2026Code Plans, Diffusion Renders: Open-Ended Generative World Modelingcited by 0
- 2026LongLive-Plug: Once-for-All Distillation for Video Generationcited by 0
- 2026LongLive-Plug: Once-for-All Distillation for Video Generation29 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
- 2026Astronex-World 1.0: Real-Time Interactive World Model Foundation17 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
- 2026ForgeWM: Progressive Causal Training for Few-Step Action-Conditioned Video World Models14 Aug 2026
- 2026VideoCoCo: Code-as-CoT for Physically-Consistent Video Generation via an Agentic Dual-Engine System29 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
- 2026PhysRAG: Enhancing Physics-Awareness in Video Generation via Retrieval-Augmented Generation25 Jun 2026
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