Updated 2 h ago · first seen 11 Sept 2026
paper_01M294FTH453ZFGWRJW32E9ZGF
- Published
- 11 Sept 2026
- T1 · 2 h ago
- arXiv
- 2608.26200
- T1 · 2 h ago
- Category
- cs.AI
- T1 · 2 h ago
Abstract
-cross Abstract: Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode per action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control coordinates prediction, execution, and temporal context: it predicts beyond the committed horizon, executes short action blocks, replans from new observations, and hierarchically structures context from fine-grained within-cycle history to persistent cross-cycle history. Experiments demonstrate competitive task success with fewer executed native actions than the compared agents. We further uncover Low-Frequency Action Source Imprinting (LASI), in which low-frequency components of the sampled action source systematically steer coarse generated camera motion under fixed conditioning, revealing a source-sensitivity failure mode in generative control. Project page is available at https://yunncheng.github.io/GameWAM/.
Authors 4
Yuncheng Guo, Zhanqiu Zhang, Yiwen Guo, Weijia Li
Specification
- Official page
Source:arXiv (Atom API + RSS)T1observed 2 h agohigh
- Arxiv announce type
- replace
Source:arXiv (Atom API + RSS)T1observed 2 h agohigh
- arXiv id
- 2608.26200
Source:arXiv (Atom API + RSS)T1observed 2 h agohigh
- Categories
- cs.AI, cs.CV, cs.LG
Source:arXiv (Atom API + RSS)T1observed 2 h agohigh
Source:arXiv (Atom API + RSS)T1observed 2 h agohigh
- Primary category
- cs.AI
Source:arXiv (Atom API + RSS)T1observed 2 h agohigh
- Published
- 11 Sept 2026
Source:arXiv (Atom API + RSS)T1observed 2 h agohigh
Each value shows its source, tier and observation time. Conflicting claims are kept side by side and flagged — never averaged. How AI Atlas records facts →
Provenance
Attributed facts
9
Source tiers
T19
Freshest observation
2 h ago
Conflicts
None
No models linked to this paper yet.
- Authors
- Yuncheng Guo, Zhanqiu Zhang, Yiwen Guo
As of
Rewind the record: see this entity's attributes exactly as AI Atlas knew them on a given day.
Claim history
Official pageofficial_url1
| Value | Valid from → to | Status | Source | Confidence | Extractor |
|---|---|---|---|---|---|
| https://arxiv.org/abs/2608.26200 | → current | current | arXiv (Atom API + RSS)T1 | high | deterministic |
Abstractabstract1
| Value | Valid from → to | Status | Source | Confidence | Extractor |
|---|---|---|---|---|---|
| -cross Abstract: Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode per action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control coordinates prediction, execution, and temporal context: it predicts beyond the committed horizon, executes short action blocks, replans from new observations, and hierarchically structures context from fine-grained within-cycle history to persistent cross-cycle history. Experiments demonstrate competitive task success with fewer executed native actions than the compared agents. We further uncover Low-Frequency Action Source Imprinting (LASI), in which low-frequency components of the sampled action source systematically steer coarse generated camera motion under fixed conditioning, revealing a source-sensitivity failure mode in generative control. Project page is available at https://yunncheng.github.io/GameWAM/. | → current | current | arXiv (Atom API + RSS)T1 | high | deterministic |
Arxiv announce typearxiv_announce_type1
| Value | Valid from → to | Status | Source | Confidence | Extractor |
|---|---|---|---|---|---|
| replace | → current | current | arXiv (Atom API + RSS)T1 | high | deterministic |
arXiv idarxiv_id1
| Value | Valid from → to | Status | Source | Confidence | Extractor |
|---|---|---|---|---|---|
| 2608.26200 | → current | current | arXiv (Atom API + RSS)T1 | high | deterministic |
Categoriescategories1
| Value | Valid from → to | Status | Source | Confidence | Extractor |
|---|---|---|---|---|---|
| cs.AI, cs.CV, cs.LG | → current | current | arXiv (Atom API + RSS)T1 | high | deterministic |
PDFpdf_url1
| Value | Valid from → to | Status | Source | Confidence | Extractor |
|---|---|---|---|---|---|
| https://arxiv.org/pdf/2608.26200 | → current | current | arXiv (Atom API + RSS)T1 | high | deterministic |
Primary categoryprimary_category1
| Value | Valid from → to | Status | Source | Confidence | Extractor |
|---|---|---|---|---|---|
| cs.AI | → current | current | arXiv (Atom API + RSS)T1 | high | deterministic |
Publishedpublished_at1
| Value | Valid from → to | Status | Source | Confidence | Extractor |
|---|---|---|---|---|---|
| 11 Sept 2026 | → current | current | arXiv (Atom API + RSS)T1 | high | deterministic |
Claims are temporal and append-only: a new observation closes the previous claim (valid_to) instead of overwriting it. Conflicting claims from different sources are kept side by side and flagged — never averaged. Methodology →
New paper: GameWAM: A World Action Model for Video Games
arxiv
| Source | Document | Type | Tier | Last observed | Snapshots |
|---|---|---|---|---|---|
| arXiv (Atom API + RSS) | rss.arxiv.org/rss/cs.LG | feed | T1· Official | 2 h ago | 1 |
Tier 1 = official/primary, 2 = quality secondary, 3 = community, 4 = unverified. Every snapshot is archived; see all sources and the methodology.