GameVerse: A Minute-Scale Gameplay Dataset for Long-Horizon Interactive World Modeling

Kang He, Wenshuo Peng, Chuanhao Li, Zihui Gao, Xiaojie Xu, Zhengyuan Lin, Yuzhe Ding, Donghong Ji and 2 others

Alaya Lab · Shanghai Innovation Institute · Wuhan University · Tsinghua University

Published October 31, 2026 · on the feed November 5, 2026 · ▲ 37 · arXiv 2610.37257

3D, worlds & gamesVision & multimodal Partial arXiv ↗Hugging Face ↗Dataset ↗

The abstract

Recent advances in interactive world models have made it possible to generate controllable, dynamic environments from action inputs. Yet current models struggle to maintain coherence beyond roughly one minute of rollout, a limitation rooted not in model capacity but in the scarcity of long-horizon training data. Existing gameplay video datasets typically consist of clips under ten seconds, with captions that describe whole clips in coarse and undifferentiated text, which is insufficient for controllable long-horizon generation. We address this with GameVerse, a minute-scale gameplay video dataset purpose-built for long-horizon interactive world modeling. GameVerse contains 69.7K clips spanning 1,655 hours and 349.6 million frames across diverse first- and third-person gameplay, including 1,358 hours of continuous two-minute sequences, an order of magnitude longer than prior datasets. Clips pass through a unified pipeline of scene-consistent segmentation, quality filtering, camera pose estimation, and event-based caption annotation. Each clip is paired with a temporally stable camera trajectory that remains coherent across minutes, together with captions that separate static scene context from dynamic foreground events and align to event boundaries rather than fixed time windows. Comprehensive analysis shows that GameVerse surpasses existing public datasets in scale, diversity, and annotation quality. Experiments further demonstrate that training on GameVerse substantially extends the temporal horizon of interactive world models.

The Brief

2:26

A short podcast summary of the paper. Written and voiced by AI.

Transcript

GameVerse. A Minute-Scale Gameplay Dataset for Long-Horizon Interactive World Modeling. By Kang He and nine others, from Alaya Lab, the Shanghai Innovation Institute, and two other institutions. Published on the thirty-first of October.

Interactive world models can now generate controllable, dynamic environments from action inputs, but current ones struggle to stay coherent beyond roughly one minute of rollout. The authors place the cause not in model capacity but in a shortage of long-horizon training data. Existing gameplay video datasets mostly hold clips under ten seconds, captioned with coarse text that describes a whole clip without distinguishing what happens within it. That is not enough to learn controllable generation over long horizons. GameVerse is the answer: a minute-scale gameplay video dataset, built specifically for long-horizon interactive world modeling.

It contains sixty-nine point seven thousand clips, spanning one thousand six hundred and fifty-five hours of footage and three hundred and forty-nine point six million frames. The gameplay is diverse, in both first and third person. Of those hours, one thousand three hundred and fifty-eight are continuous two-minute sequences, which the authors describe as an order of magnitude longer than prior datasets.

Every clip carries two kinds of annotation. One is a camera trajectory that stays temporally stable and coherent across minutes. The other is a set of captions that keep static scene context apart from dynamic foreground events, and that line up with event boundaries instead of fixed time windows. A caption marks where something happens, not merely where a clock ticked over.

Clips reach that state through one unified pipeline in four steps: scene-consistent segmentation, quality filtering, camera pose estimation, and event-based caption annotation. The same pipeline is applied to every clip, whether the source is first-person or third-person play, so the whole collection comes out annotated in one consistent way.

The intended users are those training interactive world models who have run into the one-minute wall. A comprehensive analysis reports that GameVerse surpasses existing public datasets in scale, in diversity and in annotation quality. Experiments go further and show that training on it substantially extends the temporal horizon of interactive world models, which is the practical test of whether longer data was really the bottleneck.

The bet underneath this dataset is a diagnosis. If coherence collapses after about a minute because models have never seen what a longer stretch of play looks like, then bigger models will not fix it and longer, better-annotated footage should. GameVerse supplies that footage, and the horizon results are its first evidence that the diagnosis holds.

Paper Quest · 7 chapters · about 41 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 world model here hits the same wall at about a minute. Is the wall in the model, or in what it learned from?

You work on interactive world models that generate game-like video from player actions. They look good for a while, then after roughly one minute the scene drifts, characters lose identity, and coherence collapses.

The road ahead

  1. 1 · The problem ~7 min Game world models look fine at first, then fall apart after about a minute, and their training clips are short and loosely captioned.
  2. 2 · What came before ~3 min
  3. 3 · The key idea ~9 min Treat the one-minute wall as a data problem, and supply long gameplay clips with checked camera paths and structured, event-timed captions.
  4. 4 · Choose your own research ~3 min
  5. 5 · Build the method ~8 min A four-stage pipeline turns long gameplay videos into scene-consistent, quality-filtered clips with validated camera paths and event-based captions.
  6. 6 · The experiment ~6 min You’ll guess: What did training on GameVerse do to the temporal horizon of interactive world models?
  7. 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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