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Main Authors: Sun, Wenqiang, Wei, Fangyun, Zhao, Jinjing, Chen, Xi, Chen, Zilong, Zhang, Hongyang, Zhang, Jun, Lu, Yan
Format: Preprint
Published: 2025
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Online Access:https://arxiv.org/abs/2506.18901
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author Sun, Wenqiang
Wei, Fangyun
Zhao, Jinjing
Chen, Xi
Chen, Zilong
Zhang, Hongyang
Zhang, Jun
Lu, Yan
author_facet Sun, Wenqiang
Wei, Fangyun
Zhao, Jinjing
Chen, Xi
Chen, Zilong
Zhang, Hongyang
Zhang, Jun
Lu, Yan
contents We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/
format Preprint
id arxiv_https___arxiv_org_abs_2506_18901
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle From Virtual Games to Real-World Play
Sun, Wenqiang
Wei, Fangyun
Zhao, Jinjing
Chen, Xi
Chen, Zilong
Zhang, Hongyang
Zhang, Jun
Lu, Yan
Computer Vision and Pattern Recognition
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/
title From Virtual Games to Real-World Play
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2506.18901