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GameWAM: A World Action Model for Video Games

Aug 2026 · 0 citations · 54 references
Computer Science

TL;DR

This work introduces GameWAM, to its knowledge the first WAM for native closed-loop gameplay and GUI control and uncovers 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.

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 per action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control coordinates prediction, execution, and temporal context: it predicts beyond the committed horizon, executes short action blocks, replans from new observations, and hierarchically structures context from fine-grained within-cycle history to persistent cross-cycle history. 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 https://yunncheng.github.io/GameWAM/.

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