Marionette: Predicting World States, Rendering Geometry, Painting Appearance
Quick summary
arXiv:2608.14530v1 Announce Type: cross Abstract: Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this i
Key takeaways
- arXiv:2608.14530v1 Announce Type: cross Abstract: Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence.
- Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile.
- We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance.
Why it matters
This model development creates a new option for users and a new testing obligation for developers. A fixed evaluation set comparing quality, cost and failure behavior is more useful than launch claims.

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