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arxiv:2610.25861

ActionRoPE: action as coordinates for spatially consistent control in planar-camera game world models

Published on Oct 19
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on Oct 20
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Abstract

ActionRoPE encodes action-driven camera motion into world-coordinate rotary positions for consistent spatial control, paired with coordinate-conditioned noise scheduling to stabilize observed regions before generating new content.

Game world models have made rapid progress toward real-time interactive generation. Yet action control is still predominantly implemented as feature conditioning, leaving the model to learn from training data how each action should move the visual world. This formulation is poorly matched to a broad class of planar-camera worlds, such as top-down and isometric games. In these worlds, player motion induces a geometrically well-defined planar camera displacement. We observe that the key to spatially consistent control in such worlds is to represent the effect of each action directly in world coordinates. To this end, we introduce ActionRoPE, a parameter-free action interface that converts action-driven camera displacement into world-coordinate rotary positions. As a result, tokens corresponding to the same world location retain the same positional address across time. These world coordinates further expose a spatial asymmetry in generation: regions covered by the initial observation are geometrically known, while newly revealed regions remain to be synthesized. We therefore propose Coordinate-Conditioned Noise Scheduling (CNS), which assigns token-wise denoising schedules according to this known-new structure. It allows observed regions to stabilize earlier, while new content is generated with reference to them. Compared with four representative action-conditioning mechanisms, our approach follows the commanded motion more faithfully and reduces the revisit drift by 66% over the strongest baseline. The same interface transfers across video backbones from 1.3B to 33B parameters and to out-of-distribution scenes. Project Page: https://teawhite.cn/ActionRoPE/

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๐ŸŽฎ ActionRoPE: Actions as Coordinates for Game Worlds That Move Precisely and Stay Consistent

In top-down and isometric games, the camera follows the player,
so how far each action shifts the view is a fixed geometric quantity.
Yet existing game world models feed actions in as features
and leave the direction and distance of motion to be learned from data.
๐Ÿง The motion is imprecise, and when you walk back the same way, the world has changed.

We propose ActionRoPE: actions as coordinates, not features.
๐Ÿ“ The camera displacement is written into the RoPE positional encoding, turning screen coordinates into world coordinates.
The same world location keeps the same positional address in every frame, with zero extra parameters on the control path.
๐ŸŽฏ We also propose CNS (Coordinate-Conditioned Noise Scheduling):
regions already visible in the first frame are denoised first, and newly revealed regions are generated with reference to them.

๐Ÿ“Š On the same Wan2.2-5B backbone, compared with four common action-injection methods:
โฆ Walk away and come back: 66% less drift than the strongest baseline, +2.8 dB PSNR
๐Ÿงฉ The same interface transfers directly to four backbones from 1.3B to 33B,
and control holds in unseen art styles (oil painting, ukiyo-e, cyberpunk).

๐Ÿ”—
๐Ÿ“„ arXiv: https://arxiv.org/abs/2610.25861
๐Ÿ  Project page: https://teawhite.cn/ActionRoPE/
๐Ÿ’ป Code: https://github.com/TeaWhiteBro/ActionRoPE
๐Ÿค— Model: https://huggingface.co/teawhite/ActionRoPE

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