# SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models

arXiv: https://arxiv.org/abs/2605.23345 · HTML: https://mlsanity.com/paper/2605.23345/

## Key facts

- Cited by 13 papers in the map (data through 14 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.

## Placed in

- World models / [Video-generation world models and simulators](https://mlsanity.com/wm/video-generation-world-models-and-simulators/)

## Builds on (most cited first, 30 of 51)

- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Score-Based Generative Modeling through Stochastic Differential Equations](https://mlsanity.com/paper/2011.13456/) (2020)
- [Scalable Diffusion Models with Transformers](https://mlsanity.com/paper/2212.09748/) (2022)
- [Flow Matching for Generative Modeling](https://mlsanity.com/paper/2210.02747/) (2022)
- [Generative Modeling by Estimating Gradients of the Data Distribution](https://mlsanity.com/paper/1907.05600/) (2019)
- [Wan: Open and Advanced Large-Scale Video Generative Models](https://mlsanity.com/paper/2503.20314/) (2025)
- [Stable Video Diffusion: Scaling Latent Video Diffusion Models to Large Datasets](https://mlsanity.com/paper/2311.15127/) (2023)
- [CogVideoX: Text-to-Video Diffusion Models with An Expert Transformer](https://mlsanity.com/paper/2408.06072/) (2024)
- [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)
- [Dream to Control: Learning Behaviors by Latent Imagination](https://mlsanity.com/paper/1912.01603/) (2019)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Towards Accurate Generative Models of Video: A New Metric & Challenges](https://mlsanity.com/paper/1812.01717/) (2018)
- [One-step Diffusion with Distribution Matching Distillation](https://mlsanity.com/paper/2311.18828/) (2023)
- [WorldSimBench: Towards Video Generation Models as World Simulators](https://mlsanity.com/paper/2410.18072/) (2024)
- [PixArt-α: Fast Training of Diffusion Transformer for Photorealistic Text-to-Image Synthesis](https://mlsanity.com/paper/2310.00426/) (2023)
- [Cosmos World Foundation Model Platform for Physical AI](https://mlsanity.com/paper/2501.03575/) (2025)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Open-Sora: Democratizing Efficient Video Production for All](https://mlsanity.com/paper/2412.20404/) (2024)
- [VideoCrafter2: Overcoming Data Limitations for High-Quality Video Diffusion Models](https://mlsanity.com/paper/2401.09047/) (2024)
- [Learning Interactive Real-World Simulators](https://mlsanity.com/paper/2310.06114/) (2023)
- [DayDreamer: World Models for Physical Robot Learning](https://mlsanity.com/paper/2206.14176/) (2022)
- [EvalCrafter: Benchmarking and Evaluating Large Video Generation Models](https://mlsanity.com/paper/2310.11440/) (2023)
- [Diffusion for World Modeling: Visual Details Matter in Atari](https://mlsanity.com/paper/2405.12399/) (2024)
- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [Open-Sora Plan: Open-Source Large Video Generation Model](https://mlsanity.com/paper/2412.00131/) (2024)
- [WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling](https://mlsanity.com/paper/2512.14614/) (2025)

## Built on by (most cited first, 13 of 13)

- [VideoCoCo: Code-as-CoT for Physically-Consistent Video Generation via an Agentic Dual-Engine System](https://mlsanity.com/paper/2607.27380/) (2026)
- [StatePlay: State-Aware Game World Models for Mechanics-Consistent Generation](https://mlsanity.com/paper/2607.26754/) (2026)
- [From Pixels to States: Rethinking Interactive World Models as Game Engines](https://mlsanity.com/paper/2607.14076/) (2026)
- [H3-World: Turning Language Understanding into World Control](https://mlsanity.com/paper/2609.01560/) (2026)
- [WorldMind: Decoupled Game World Model for State-Aware NPC Behavior](https://mlsanity.com/paper/2608.21439/) (2026)
- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)
- [Astronex-World 1.0: Real-Time Interactive World Model Foundation](https://mlsanity.com/paper/2609.20034/) (2026)
- [ForgeWM: Progressive Causal Training for Few-Step Action-Conditioned Video World Models](https://mlsanity.com/paper/2608.14022/) (2026)
- [GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models](https://mlsanity.com/paper/2609.25652/) (2026)
- [PhysRAG: Enhancing Physics-Awareness in Video Generation via Retrieval-Augmented Generation](https://mlsanity.com/paper/2606.26916/) (2026)
- [Code Plans, Diffusion Renders: Open-Ended Generative World Modeling](https://mlsanity.com/paper/2609.26458/) (2026)
- [LongLive-Plug: Once-for-All Distillation for Video Generation](https://mlsanity.com/paper/2609.38154/) (2026)
- [Latent World Action Model for GUI Agents](https://mlsanity.com/paper/2610.14228/) (2026)

## 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.
