A game engine keeps the world state and draws a cheap low-poly proxy. A coding agent turns what the player asks for into new rules and prompts. A few-step causal video model turns every chunk into a finished frame on a single consumer GPU.游戏引擎维护世界状态,画出一份廉价的低模代理画面。玩家想要的新玩法由 Coding Agent 写成新的规则和提示词。少步数的因果视频模型在一张消费级显卡上,把每个块渲染成成品画面。
Interactive world models that only roll out pixels keep the world state implicit: once something leaves the view it is gone, and game rules have to be re-inferred from every frame. We wrap the video model in a harness that owns the state. The game engine evolves everything the rules can decide and renders it as a low-poly proxy. The Coding Agent takes over where rules run out: it turns a user's instruction into new rules registered into the engine, and retrieves the engine state to write prompts that carry the current state and the user's intent.只靠逐帧外推像素的交互式世界模型,世界状态都是隐式的:东西一离开视野就消失,游戏规则也要从每一帧里重新推断。我们给视频模型套上一层 Harness,由它持有世界状态。规则能决定的状态演化全部交给游戏引擎,引擎再把结果渲染成低模代理画面。规则管不到的地方由 Coding Agent 接手:它把用户指令写成新的规则、修改游戏引擎,并检索引擎状态,结合用户意图转述细化成提示词。
The video model then only has to render. It reads the per-frame proxy, a dynamic caption and a few reference frames, and generates one latent (four frames) per step with a causal DiT distilled to one or two denoising steps.于是视频模型只需要负责渲染。它读入逐帧的低模代理画面、一条动态描述和几张参考帧,用蒸馏到一到两步去噪的因果 DiT,每一步生成一个 latent(四帧)。

Three continuous sessions, 54 to 99 seconds each. Left of the divider is the generated frame, shown with the game HUD and the key inputs; right of it is the engine's low-poly proxy. Drag the divider to compare, and turn the sound on to hear the game audio.三个游戏各一段不间断的游玩,每段 54 到 99 秒。分割线左侧是生成画面,带游戏界面和当时的按键;右侧是引擎低模。拖动分割线对比,点「打开声音」可以听游戏音效。
@misc{matrixgame4,
title = {Matrix-Game 4.0},
author = {Matrix-Game Team},
year = {2026},
note = {Project page preview}
}