mlsanityData to 7 Oct 2026

GameDirector: Decoupling Gameplay Logic from Rendering for Player-Configurable Game World Models

arXiv 2609.25652 ↗First posted 22 Sep 2026cs.CVcited by 1

On the map: World models → Video-generation world models and simulators also fits: World models for language agents

Abstract (arXiv)

Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment dynamics from pixel-level supervision, jointly modeling perception, memory, state transitions, and rendering within a single end-to-end framework. While this design enables open-ended, action-controllable generation, it still falls short of delivering a complete gameplay experience. Games are governed by explicit mechanics, such as health deduction, skill activation, combat rules, and termination conditions. These mechanics depend on precise and consistent state transitions that generative models alone cannot reliably enforce. In contrast, game engines can guarantee such mechanics through hard-coded rules, but provide limited flexibility for player-driven creation. To bridge these paradigms, we introduce GameDirector, the first agentic framework that decouples rule-based gameplay logic from visual rendering. Given player-defined configurations, the framework acts as an intelligent director that interprets visual observations, updates game states, tactically controls NPCs, and enforces gameplay rules. It then translates these decisions into text prompts that guide the video world model to render the resulting gameplay. This separation allows players to configure characters, states, and rules much like a game developer while preserving coherent game mechanics. Experiments on three games, using data collected by our automated gameplay agent, show that GameDirector achieves accurate state tracking, reliable rule following, and improves boss action quality by more than 39.9% over various end-to-end game world model settings. Overall, by externalizing player-controllable game logic, GameDirector establishes a middle ground between hard-coded simulation and generative modeling, enabling more flexible and closed-loop gameplay experiences.

Key facts. Cited by 1 paper 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 29 of its 31 references that are in the map. First posted on arXiv 22 Sep 2026.

Builds on

29 of 31 references.

Closest ancestors · 20

Same direction, newest first

  1. 2026Programmable World Model9 Sep
  2. 2026H3-World: Turning Language Understanding into World Control1 Sep
  3. 2026Code World Model: Coding Agent as World Brain26 Aug
  4. 2026WorldMind: Decoupled Game World Model for State-Aware NPC Behavior18 Aug
  5. 2026Marionette: Predicting World States, Rendering Geometry, Painting Appearance14 Aug
  6. 2026Alaya-EVOKE: From Linear-Scaling Supervision to Endless World13 Aug
  7. 2026StatePlay: State-Aware Game World Models for Mechanics-Consistent Generation29 Jul
  8. 2026From Pixels to States: Rethinking Interactive World Models as Game Engines15 Jul
  9. 2026DreamX-World 1.0: A General-Purpose Interactive World Model15 Jun
  10. 2026SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models22 May
  11. 2026Incantation: Natural Language as the Action Interface for Multi-Entity Video World Models18 May
  12. 2026ReactiveGWM: Steering NPC in Reactive Game World Models14 May
8 more
  1. 2026SANA-WM: Efficient Minute-Scale World Modeling with Hybrid Linear Diffusion Transformer14 May
  2. 2026MultiWorld: Scalable Multi-Agent Multi-View Video World Models20 Apr
  3. 2026WildWorld: A Large-Scale Dataset for Dynamic World Modeling with Actions and Explicit State toward Generative ARPG24 Mar
  4. 2026InSpatio-WorldFM: An Open-Source Real-Time Generative Frame Model12 Mar
  5. 2026Advancing Open-source World Models28 Jan
  6. 2025Matrix-game 2.0: An open-source real-time and streaming interactive world model18 Aug
  7. 2025Wan: Open and Advanced Large-Scale Video Generative Models26 Mar
  8. 2024Genie: Generative Interactive Environments23 Feb

Other references · 9

  1. 2015Deep Residual Learning for Image Recognitioncited by 51,809
  2. 2026Gemma 4 Technical Reportcited by 187
  3. 2023UniMax: Fairer and more Effective Language Sampling for Large-Scale Multilingual Pretrainingcited by 147
  4. 2025Yume-1.5: A Text-Controlled Interactive World Generation Modelcited by 77
  5. 2026Causal Forcing++: Scalable Few-Step Autoregressive Diffusion Distillation for Real-Time Interactive Video Generationcited by 44
  6. 2026Infinite Worlds with Versatile Interactionscited by 37
  7. 2026Lyra 2.0: Explorable Generative 3D Worldscited by 36
  8. 2026Magpie: Real-Time World Renderer for Interactive Gamescited by 3
  9. 2026AI for Games in the Foundation Model Eracited by 2

Built on by

Cited by year (2026 to 7 Oct)

Citing papers per year: 2026: 1.

1 paper.

Similar, not cited

Close in wording, no citation either way

  1. 2026Code2Games: Enabling Coding Agents for Gaming World Generation
  2. 2026GameWAM: A World Action Model for Video Games
  3. 2026GameReplica: A Benchmark for Black-Box Visual Game Replication by Vision-Language Agents
  4. 2025Model as a Game: On Numerical and Spatial Consistency for Generative Games
  5. 2026GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?
  6. 2026NitroGen: An Open Foundation Model for Generalist Gaming Agents
  7. 2026Recursive Game Creator: An Agentic Product-Level Experience-Oriented Game Harness
  8. 2025Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model