ActionRoPE: action as coordinates for spatially consistent control in planar-camera game world models
Zhiyang Deng, Yuzhe Wu, Zijun Lin, Yeying Jin
Tencent · National University of Singapore · Nanyang Technological University
Published October 19, 2026 · on the feed October 20, 2026 · ▲ 6 · arXiv 2610.25861
The abstract
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/
The Brief
2:54A short podcast summary of the paper. Written and voiced by AI.
Transcript
ActionRoPE. Action as coordinates for spatially consistent control in planar-camera game world models. By Zhiyang Deng and three others, from Tencent, the National University of Singapore, and one other institution. Published on the nineteenth of October. Its code repository is public and real: about thirty source files.
Game world models have moved quickly toward real-time interactive generation. Action control, though, is still mostly implemented as feature conditioning. The action is handed to the model as one more input, and the model is left to learn from training data how each action should move the visual world.
For a broad class of games that is a poor match. In planar-camera worlds, such as top-down and isometric games, a player's motion produces a planar camera displacement that is geometrically well defined. The geometry is already known, yet the model is asked to rediscover it from examples. Press a direction, and the view should shift by a predictable amount. Under feature conditioning, that predictable shift is something the network has to pick up statistically, from however many examples the data happens to hold.
The authors' observation is that spatially consistent control in these worlds comes from representing each action's effect directly in world coordinates. ActionRoPE is the interface that does this. It has no parameters. It converts the camera displacement driven by an action into rotary positions expressed in world coordinates. The consequence is that tokens belonging to the same place in the world keep the same positional address over time, however the camera has moved in between.
Once positions live in world coordinates, a spatial asymmetry in generation becomes visible. Regions the initial observation covered are geometrically known. Regions that are newly revealed still have to be synthesised. Treating both kinds of region the same way would ignore information the coordinates have just made explicit.
Coordinate-Conditioned Noise Scheduling, or CNS, puts that asymmetry to work. It assigns each token its own denoising schedule according to whether it is known or new. Observed regions are allowed to stabilise earlier, and new content is then generated with reference to them. What the model already saw settles first, and what it is inventing leans on that.
The comparison is against four representative action-conditioning mechanisms. ActionRoPE follows the commanded motion more faithfully, and it reduces revisit drift by sixty-six percent relative to the strongest baseline. The same interface transfers across video backbones, from one point three billion parameters up to thirty-three billion parameters, and to scenes outside the training distribution. Revisit drift is the telling measure here: it is what happens when the camera leaves a place and returns, and the world-coordinate address is exactly what should keep that place recognisable.
Instead of a learned conditioning signal, the action becomes an address. When moving the camera means shifting coordinates, a place in the world keeps its identity, and coming back to it lands on the same spot. The interface adds no parameters of its own, and it carries across backbones of very different sizes.
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