Zing-0.5: Toward Playable Worlds with Real-Time Joint Action and Text Control
Mingyang Chen, Shengdong Chen, Xiaoxiao Fu, Bosheng Gong, Haoyuan Guo, Bowen Li, Jiawen Li, Kejun Li and 8 others
SeedLeap.ai
Published September 15, 2026 · on the feed September 17, 2026 · ▲ 44 · arXiv 2609.17909
The abstract
We introduce Zing-0.5, a 5B autoregressive world model designed for playability: users can explore generated worlds, influence unfolding events, and respond to the resulting feedback through joint keyboard and online text control. Our approach brings together three technical contributions: (1) Unified action and text conditioning, combining magnitude-aware keyboard inputs with temporally aligned text instructions and jointly annotated videos to learn navigation and event control within the same sequence; (2) Event-scale supervision for incremental generation, using a segment-level teacher trained on connected multi-prompt videos to supervise a block-level causal student through distribution-matching distillation; and (3) Low-cost real-time interaction, combining four-step generation with context-preserving streaming to support 832 x 480 inference at 24 FPS at an estimated server rental cost of approximately USD 0.009 per stream-minute. Zing-0.5 achieves an overall score of 81.0 and a consistency score of 88.5 across 158 WBench Navigation cases. A joint-control demonstration shows a text-directed event change during continued navigation without restarting generation. We release the model weights, inference code, and Zing-SGLang serving implementation to support further work on playable generated worlds.
The Brief
2:22A short podcast summary of the paper. Written and voiced by AI.
Transcript
Zing-0.5. Toward Playable Worlds with Real-Time Joint Action and Text Control. By Mingyang Chen and fifteen others, from SeedLeap dot ai. Published on the fifteenth of September. Its code repository is public and real: sixteen source files.
A generated world becomes a game only when a person can act in it and see the world respond. Zing-0.5 is built for that quality, which the authors call playability. Users explore generated worlds, influence the events unfolding in them, and respond to what happens, using the keyboard and online text together.
Zing-0.5 is an autoregressive world model with five billion parameters. It rests on three technical contributions: conditioning on action and text in one model, supervision at the scale of events for generation that proceeds incrementally, and interaction that is cheap enough to run in real time. Each contribution answers one requirement of play: being controllable in two ways at once, generating events as the world unfolds rather than all at the start, and responding fast and cheaply enough to feel live.
For the first, keyboard inputs that are aware of magnitude are combined with text instructions aligned in time, and with jointly annotated videos, so that navigation and event control are learned in the same sequence. For the second, a teacher that works on whole segments, trained on connected videos with multiple prompts, supervises a causal student that works block by block, through distribution-matching distillation.
For the third, generation in four steps is combined with streaming that preserves context. That supports inference at eight hundred and thirty-two by four hundred and eighty pixels, at twenty-four frames per second, at an estimated server rental cost of about zero point zero zero nine US dollars per stream-minute.
On one hundred and fifty-eight WBench Navigation cases, Zing-0.5 scores eighty-one overall and eighty-eight point five on consistency. A demonstration of joint control shows a text instruction changing an event while navigation carries on, without restarting generation. Changing what happens in the world is done in the middle of the stream, the way a player would expect, and exploration continues through the change.
The release includes the model weights, the inference code, and the Zing-SGLang serving implementation. The demonstration captures the point of the design: steering with the keyboard and directing events with text are not separate modes, and changing the story does not mean starting the world over.
Paper Quest · 7 chapters · about 40 min
Play this paper
Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.
Chapter 1 🧩 · The problem
Every quest starts with a wall. Here it is a world that must listen and keep moving at once.
You want a generated video world people can actually play. They move around with the keyboard and, mid-stream, type an instruction that changes what happens, like telling a sled rider to open an umbrella.
The road ahead
- 1 · The problem ~6 min A playable video world must show whole typed events, yet it can only make short chunks quickly from what is already on screen.
- 2 · What came before ~3 min
- 3 · The key idea ~9 min A segment-level teacher that sees each whole event coaches a fast block-by-block student, and only the student runs during play.
- 4 · Choose your own research ~3 min
- 5 · Build the method ~8 min Align keys and text, train a whole-segment teacher, distill it into a block-by-block student, then stream four-step generation keeping context.
- 6 · The experiment ~6 min You’ll guess: On the WBench Navigation cases, what overall score did the real-time world model Zing-0.5 reach?
- 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
Free, with Google or an email address. Your stars and progress are kept.