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Marionette: Predicting World States, Rendering Geometry, Painting Appearance

Meng, Zian et al. · 2026 · arxiv_all
arXiv (All) · Papers · 2026
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artificial-intelligencecomputer-vision-and-pattern-recognition
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[2608.14530] Marionette: Predicting World States, Rendering Geometry, Painting Appearance Skip to main content Search Submit Donate Log in Search arXiv Press Enter to search · Advanced search Computer Science > Computer Vision and Pattern Recognition arXiv:2608.14530 (cs) [Submitted on 14 Aug 2026] Title: Marionette: Predicting World States, Rendering Geometry, Painting Appearance Authors: Zian Meng , Zhen Li , Chuanhao Li , Qiang Li , Kaipeng Zhang View a PDF of the paper titled Marionette: Predicting World States, Rendering Geometry, Painting Appearance, by Zian Meng and 4 other authors View PDF HTML (experimental) Abstract: Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this idea as Marionette, a world model for interactive games with articulated characters. First, a two-stage autoregressive dynamics model predicts an explicit and interpretable 276-dimensional 3D world state comprising multi-entity articulated skeletons, metric root trajectories, and rotations. Second, a zero-parameter graphics bridge converts the predicted state into pose-control videos, computing world-space geometry and occlusion in closed form. Third, a control-conditioned video-diffusion observation model synthesizes photorealistic RGB observations from the resulting structured controls. Our experiments establish two properties of Marionette. First, the predicted world state is directly controllable. Forcing a mismatched action stream changes root-aligned joint error by 31% across 48 held-out segments. Second, long-horizon behaviour is determined in the state, and can be repaired there. Left free, the two generated characters drift to 21.2 m apart (recorded sessions stay near 5 m) and a third of frames show ground penetration. Two rules imposed on the explicit state, a terrain collider and a separation cap, cut penetration by 66% and keep the pair engaged, with no change to the observation model. Routing appearance through the predicted state costs no fidelity we can detect, at an FVD of 831 against 799 for recorded pose. Comments: Project page: this https URL Subjects: Computer Vision and Pattern Recognition (cs.CV) ; Artificial Intelligence (cs.AI) Cite as: arXiv:2608.14530 [cs.CV] (or arXiv:2608.14530v1 [cs.CV] for this version) https://doi.org/10.48550/arXiv.2608.14530 Focus to learn more arXiv-issued DOI via DataCite Submission history From: Zian Meng [ view email ] [v1] Fri, 14 Aug 2026 17:48:16 UTC (5,270 KB) Full-text links: Access Paper: View a PDF of the paper titled Marionette: Predicting World States, Rendering Geometry, Painting Appearance, by Zian Meng and 4 other authors View PDF HTML (experimental) TeX Source view license Current browse context: cs.CV < prev | next > new | recent | 2026-08 Change to browse by: cs cs.AI References & Citations NASA ADS Google Scholar Semantic Scholar export BibTeX citation Loading... BibTeX formatted citation × loading... 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