模型精选

PlayGen2:用显式 3D 状态学习实时可玩世界模型

PlayGen2: Learning Real-Time Playable Worlds with Explicit 3D State

精选理由

用 Doom 训出来的可玩世界模型,显式 3D 状态不是纯视频生成,M4 芯片笔记本就能跑,还开源了权重,感兴趣的可以试试。

PlayGen2 是一个实时交互式世界模型,将学习到的 3D 状态演化与神经渲染分离。模型用体积占用网格表示静态几何,用身份索引的 3D 状态追踪玩家和 NPC,状态更新不依赖生成的图像。以 Doom 为测试平台,模型学会了几何感知的玩家移动和玩家-NPC 交互,完整模拟与渲染管线在 M4 Pro 芯片的 MacBook Pro 上后端延迟约 160ms。系统支持在未见过的 Doom 地图上零样本部署,通过组合单玩家模型实现多人交互,代码和预训练权重已公开。

原文 · arXiv cs.LG

PlayGen2: Learning Real-Time Playable Worlds with Explicit 3D State

Building a playable world requires more than generating plausible video: it demands responsive control, persistent spatial structure, and coherent interactions with dynamic entities. Using generated frames as the sole recurrent world representation ties these requirements to view-dependent appearance synthesis, making it difficult to maintain long-term spatial and temporal consistency in generation and interaction. We present PlayGen2, a real-time interactive world model that separates learned 3D state evolution from neural rendering. PlayGen2 maintains a persistent world memory comprising static geometry represented by a volumetric occupancy grid and identity-indexed 3D states for the player and other entities. Within a fixed-size local region, its world-state model jointly learns action-conditioned entity dynamics, geometry completion, and entity discovery, committing updates to a persistent world memory. A separate neural renderer synthesizes first-person observations from depth and semantic projections of the world state, without feeding generated images back into state prediction. Using Doom as a testbed, we demonstrate that the model successfully learns world dynamics including geometry-aware player motion and player--NPC interactions. The framework is computationally efficient, enabling the complete simulation and rendering pipeline to achieve approximately 160ms backend latency on a MacBook Pro with an M4 Pro chip. Beyond single-player interaction, we demonstrate zero-shot deployment on unseen Doom maps, multiplayer interaction through the composition of single-player models, and programmable gameplay through rule-based state interventions. These capabilities demonstrate the transferability and extensibility of the learned game-world model. Code and pretrained model weights are publicly available.