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ActionParty addresses a critical bottleneck in generative video diffusion models by enabling the simultaneous control of multiple agents within interactive environments, moving beyond single-agent limitations to simulate complex group dynamics. By disentangling global frame rendering from individual subject updates through persistent state tokens, this research significantly improves action-following accuracy and identity consistency for multi-player scenarios. This advancement is essential for building robust world models capable of handling diverse interactions in next-generation AI-driven games and simulations.
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ActionParty: Multi-Subject Action Binding in Generative Video Games

arXiv2 min read

arXiv:2604.02330v2 Announce Type: replace-cross Abstract: Recent advances in video diffusion have enabled the development of "world models" capable of simulating interactive environments. However, these models are largely restricted to single-agent settings, failing to control multiple agents simultaneously in a scene. In this work, we tackle a fundamental issue of action binding in existing video diffusion models, which struggle to associate specific actions with their corresponding subjects. For this purpose, we propose ActionParty, an action controllable multi-subject world model for generative video games. It introduces subject state tokens, i.e. latent variables that persistently capture the state of each subject in the scene. By jointly modeling state tokens and video latents with a spatial biasing mechanism, we disentangle global video frame rendering from individual action-controlled subject updates. We evaluate ActionParty on the Melting Pot benchmark, demonstrating the first video world model capable of controlling up to seven players simultaneously across 46 diverse environments. Our results show significant improvements in action-following accuracy and identity consistency, while enabling robust autoregressive tracking of subjects through complex interactions.

Abstract:Recent advances in video diffusion have enabled the development of "world models" capable of simulating interactive environments. However, these models are largely restricted to single-agent settings, failing to control multiple agents simultaneously in a scene. In this work, we tackle a fundamental issue of action binding in existing video diffusion models, which struggle to associate specific actions with their corresponding subjects. For this purpose, we propose ActionParty, an action controllable multi-subject world model for generative video games. It introduces subject state tokens, i.e. latent variables that persistently capture the state of each subject in the scene. By jointly modeling state tokens and video latents with a spatial biasing mechanism, we disentangle global video frame rendering from individual action-controlled subject updates. We evaluate ActionParty on the Melting Pot benchmark, demonstrating the first video world model capable of controlling up to seven players simultaneously across 46 diverse environments. Our results show significant improvements in action-following accuracy and identity consistency, while enabling robust autoregressive tracking of subjects through complex interactions.

Computer Vision and Pattern Recognition (cs.CV); Artificial Intelligence (cs.AI); Machine Learning (cs.LG)

arXiv:2604.02330 [cs.CV]

(or arXiv:2604.02330v2 [cs.CV] for this version)

https://doi.org/10.48550/arXiv.2604.02330 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 268 words

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