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Kaipeng Zhang

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Jul 2026

Generative World Renderer at the Speed of Play

Generative world renderer AlayaRenderer receives structured world states exported from physics engines and synthesizes RGB frames. Unlike models that generate frames from text/control-hints prompts, AlayaRenderer preserves scene structure without altering the underlying world dynamics. This demonstrates an alternative path toward interactive world modeling and user-controllable play. However, the original AlayaRenderer is too computationally expensive for real-time deployment. This technical report introduces AlayaRenderer-Flash, a real-time-oriented generative forward world renderer that pushes AlayaRenderer from 0.56 FPS to 31.54 FPS, reaching the speed of play. AlayaRenderer-Flash reformulates the original renderer as a few-step autoregressive streaming model and introduces lightweight distilled codecs for efficient latent encoding and frame reconstruction. It retains the teacher model's G-buffer and text-prompt interfaces while enabling continuous rendering over input streams of unbounded length. We evaluate AlayaRenderer-Flash on G-buffer streams across content preservation, temporal consistency, cross-window stability, prompt controllability, and runtime efficiency. Our results show that AlayaRenderer-Flash substantially reduces inference cost while preserving the core rendering capabilities of the teacher model. By integrating AlayaRenderer-Flash with a physics engine, we build a fully playable generative world running at 30 FPS.

Guixu Lin, Zheng-Hui Huang, Siqi Yang et al. · 0 citations
Jul 2026

From Pixels to States: Rethinking Interactive World Models as Game Engines

Building interactive worlds that respond coherently to player actions has long been a shared goal of computer graphics, games, and artificial intelligence. Recent video generative models provide a data-driven route toward this goal by predicting future observations conditioned on user actions, and are increasingly regarded as potential next-generation game engines. Realizing a genuinely interactive game world, however, requires interaction outcomes that follow rules over evolving game conditions, consequences that persist over long horizons, and a generation loop that operates in real time. Conventional game engines realize these properties through a recurrent action-state-observation loop, in which player actions update an explicit game state according to predefined rules and observations are rendered from the resulting state. Taking this loop as an organizing lens, this paper examines interactive game world modeling along four dimensions: player action control, game state dynamics, state-observation persistence, and real-time interactive generation. For each dimension, we start from the capabilities required by an interactive game world, group existing approaches into representative families, and discuss the strengths and trade-offs of each family. Complementing this analysis, we present a scalable data engine for Black Myth: Wukong that collects over 90 hours of gameplay with frame-aligned player actions, ground-truth game states, and visual observations, together with structured and semantic annotations, as a resource for state-aware game world modeling. We hope this paper offers a clear picture of where the field stands and fosters progress toward interactive game worlds.

Zhen Li, Zian Meng, Shuwei Shi et al. · 2 citations
Preprint Aug 2026

Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models

A common strategy for scaling world models is to train on more crawled video with more compute. We argue that this strategy is inefficient: scaling world models also requires a recursive data engine that offers grounded reward signals. The success of code agents illustrates why this matters. As code is executable, compilers and runtimes can provide high-quality rewards for Reinforcement Learning (RL) post-training of LLMs. By contrast, spatial generation still relies largely on fuzzy proxies such as CLIP scores. These signals are fuzzy and biased, making them hard to support RL post-training. Compared with these, game development provides a missing reward environment for spatial world models. A scene encoded by a game engine is an executable world specification: the engine can efficiently check collision, physics, navigability and bounded playability, while the developer provides the global verification signal by judging whether the scene should be accepted. Game development also provides real-world long-horizon trajectory data for RL post-training. We therefore propose Reinforcement Learning with Human-Engine Verification (RLHEV), a post-training paradigm that combines dense engine signals with implicit human acceptance feedback from the development process.

P. Zhou, Hesong Wang, Zhengfeiyang Zhang et al. · 0 citations
Preprint Jul 2026

Evidence-Grounded AI for Musculoskeletal Care

Musculoskeletal diseases are among the leading causes of disability and drive the greatest global need for rehabilitation. Because recovery, remodelling and degeneration of bones, joints and related tissues unfold over months to years, care requires longitudinal management rather than isolated decisions. Clinicians must repeatedly integrate evolving patient evidence, medical knowledge and stage-specific functional goals, yet evidence is often fragmented across visits, departments and hospital systems, disrupting continuous, individualised management. Here we report OrthoPilot, a clinical artificial intelligence (AI) system powered by a large language model (LLM) that integrates hospital data streams with authoritative external knowledge for continuous musculoskeletal care. It autonomously retrieves real-time imaging, laboratory, pathology and order data and translates evolving patient states into evidence-based decisions from admission diagnosis through rehabilitation planning. We established a specialist-validated benchmark from real-world electronic health records (EHRs) spanning 1,000 disease codes. In a full-pathway reader study against 81 orthopaedic physicians, OrthoPilot outperformed experts with 25 years of experience in diagnostic reasoning, clinical decision-making and management planning. This advantage generalised across 60 external clinical centres, where OrthoPilot surpassed all evaluated intelligent systems. In a prospective physician decision-making study of 1,870 complex cases, OrthoPilot improved full-chain management success by 10.6%. In a randomised deployment involving 8,240 inpatients, integration into routine care increased cumulative cases per bed by 9.7% and improved patient-reported access to health information. These results move clinical AI from predicting isolated events toward executing longitudinal management across complete musculoskeletal care pathways.

Wenjie Li, Yu-Jie Zhang, Fanrui Zhang et al. · 0 citations
Jul 2026

AlayaWorld: Long-Horizon and Playable Video World Generation

AlayaWorld enables open-ended real-time interaction, allowing users to freely navigate and perform diverse actions such as combat, spell casting, and monster summoning, and the framework unifies the complete development-from data preparation model architecture, model training, inference acceleration, and deployment-within a modular and extensible architecture.

AlayaWorld Team, Kaipeng Zhang, Chuanhao Li et al. · 1 citation
Jul 2026

Surprise Forcing: What to Remember, When to Skip in Long Video Generation

This work introduces Surprise Forcing, a training-free framework that treats both limitations as online resource-allocation problems and improves long-horizon consistency and visual quality while retaining real-time streaming throughput.

Shuwei Shi, Zhen Li, Muyao Niu et al. · 1 citation
Preprint Aug 2026

Sekai2: From World Exploration to Interactive World Modeling

Sekai2 is introduced, a multi-source real-world video dataset that carries the world-exploration footage of Sekai toward interactive world modeling, and Corpus-scale analyses demonstrate complete pose-and-caption coverage, broad geographic and semantic diversity, varied camera trajectories, and highly non-redundant temporal descriptions.

Kang He, Wenshuo Peng, Zihui Gao et al. · 1 citation
Preprint Aug 2026

Marionette: Predicting World States, Rendering Geometry, Painting Appearance

This work explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance, establishing two properties of Marionette, a world model for interactive games with articulated characters that is directly controllable.

Zian Meng, Zhen Li, Chuanhao Li et al. · 0 citations
Preprint Aug 2026

Alaya-EVOKE: From Linear-Scaling Supervision to Endless World

Alaya-EVOKE (Evoke) addresses both limitations by externalizing persistent world state and redesigning the teacher for long-horizon interactive generation, and achieves state-of-the-art performance on WBench while remaining competitive on VBench-Long and VBench-2.0.

Yuanyang Yin, Gongxuan Wang, Y. Zhan et al. · 2 citations

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