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cs.AI, cs.CV, cs.LG · 2608.26200 · 2026-08-25

GameWAM: A World Action Model for Video Games

Yuncheng Guo, Zhanqiu Zhang, Yiwen Guo, Weijia Li
World Action Model具身AI游戏智能体
💬 第一个原生支持电子游戏闭环操作的 World-Action Model:同时生成未来画面和可执行的键鼠动作序列。

🎯 背景

现有游戏 agent 直接把视觉和任务上下文映射到动作,缺少显式的世界动力学建模;交互式游戏世界模型能从给定动作预测未来画面,但不能当任务策略用。World-Action Model(WAM)试图统一两者,但在电子游戏这种动态、开放式交互场景下几乎没人做过。

🔬 方法

GameWAM 通过并行的视觉和动作生成过程(block-causal 条件 + flow matching)联合生成未来观测和可执行键鼠轨迹;构建同步的游戏和 GUI 轨迹数据支持联合世界-动作学习;针对异构原生控制,在每个动作步预测「游戏/GUI 模式」并用模式专属分布生成动作;长程交互用 block-cycle 控制——预测超出承诺时域的范围,但只执行短动作前缀,并从新观测重新规划。

📊 结果与意义

以更少的原生动作次数取得有竞争力的任务成功率;同时发现一个新失效模式 Low-Frequency Action Source Imprinting(LASI)——采样动作源的低频分量会在固定条件下系统性地引导生成的镜头运动方向,暴露了生成式控制中的「源敏感性」问题。
▶ 原文摘要 Abstract
Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode at each action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control predicts beyond the committed horizon, executes only a short action prefix, and replans from new observations, while fine-grained within-cycle context and hierarchical cross-cycle history preserve temporal continuity. Experiments demonstrate competitive task success with fewer executed native actions than the compared agents. We further uncover 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 a source-sensitivity failure mode in generative control. Project page is available at this https URL .
来源:arXiv:2608.26200 · 精读基于摘要与 arXiv HTML/abs 页信息生成,未解析 PDF 全文