Magpie provides a system-level implementation path for applying generative models to real-time game rendering, and preserves gameplay designability and reproducibility, and reduces the dependence of early game prototypes on complete visual assets.
Abstract
Modern game development relies heavily on conventional graphics pipelines. High-quality visual content requires modeling, material authoring, animation, lighting, effects, and runtime optimization, making asset production expensive and extending the development cycle of game prototypes. Recently, video foundation models are beginning to change film and video production, but games differ from linear media, they require not only continuous and realistic imagery, but also stable and reproducible gameplay rules, object states, and interaction outcomes. We present Magpie, a real-time generative world-rendering system for interactive games. Magpie separates gameplay execution from visual generation. Designers define scenes and rules in a game engine. At runtime, the Game Engine resolves player actions and maintains world state, while an independent Render Server generates visual output from white-box frames produced by the engine. Magpie provides a system-level implementation path for applying generative models to real-time game rendering. It preserves gameplay designability and reproducibility, and reduces the dependence of early game prototypes on complete visual assets.
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 ena...
Zi-Jun Lin, Zhi-Yang Deng, Yu-Zhe Wu et al.· 0 citations
This work introduces GameWAM, to its knowledge the first WAM for native closed-loop gameplay and GUI control and uncovers 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...
Yun-Cheng Guo, Zhan-Qiu Zhang, Yi-Wen Guo et al.· 0 citations
Generating a high-quality gaming world from a natural-language game intent requires joint reasoning about scene structure, spatial layout, gameplay objectives, interactive entities, and executable gameplay logic. Existing coding agents can generate individual assets, scenes, or scripts, but often struggle to maintain c...
Wei Wu, Zi-Yang Xu, Ze-Yu Zhang et al.· 0 citations
A unified geometry-aware memory framework is proposed, whose patch-memory and tiled-PRoPE components introduce no additional learnable parameters, combining explicit 3D patch retrieval with projective camera conditioning to enable geometry-consistent camera control and faithful long-horizon scene recall.
Video games provide a scalable source of training data for video world models, offering diverse environments, complex interactions, and abundant in-the-wild gameplay videos. However, raw gameplay footage entangles the game world with screen-space interfaces, introducing game-specific biases and irrelevant dynamics that...
Recent advances in Large Language Models (LLMs) have demonstrated remarkable capabilities in web front-end execution, with browser-based game generation emerging as a particularly prominent frontier. While previous efforts frequently rely on complex multi-turn workflows or focus on static game evaluation benchmarks, th...
Haoyue Yang, Jing-Yao Li, Zhen Wu et al.· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.