Wizard mascot: a small wizard holding a world block and a star staff

WIZARD

Manipulate any world in real time via agentic control

Yuzhe Wu1,2,*Zijun Lin1,3,*Yeying Jin1,2,♢

1Tencent   2National University of Singapore   3Nanyang Technological University

*Equal contribution   ♢Corresponding author and project leader

Paper soon arXiv soon Code soon
Overview

Change the world as you play.

Game world models can generate interactive video in real time, but a game needs more than walking around: a boss that appears and fights by its own rules, a creature that turns into another, ground that splits or rises on command. Wizard keeps the game state explicit: scene geometry for the world, an articulated skeleton for every character, and rules for the fight. Agents edit that state from one image, a typed instruction or a key press; a causal video model renders it at 24 FPS. Every scene and character on this page is new to the model.

Overview: world exploration, character summoning, character transformation and scene manipulation, built on fine-grained control, zero-shot generalization and mechanics-consistent gameplay.
Figure 1. Four ways to play, built on fine-grained control, zero-shot generalization and mechanics-consistent gameplay.
Capabilities

Four ways to play

Swipe or use the arrows. Each clip comes with the inputs that made it; click it to watch large.

Try it

Choose how the world changes

Pick a spell. The world agent writes a short program over geometric operators and the next proxy frame carries the change. Drag across the frame to compare the video with its proxy.

VideoVisual proxy
›choose a spell

Spell
Method

Agents keep the state. The model paints it.

A setup stage of under five minutes reconstructs the scene and characters, rigs skeletons and builds each character's motion set. During play, the framework updates motion, geometry and combat state, and the generator renders them.

Inference pipeline: (a) character animation, (b) scene manipulation, (c) state-aware combat control, (d) real-time video generation.
Figure 2. Inference pipeline.

(a)Character animation

Qwen3-VL infers body structure; SAM2, TripoSG and UniRig give a labelled skeleton. Motions from CombatMotion, WildWorld and Elden Ring are retrieved by body structure and style, then retargeted limb chain by limb chain.

(b)Scene manipulation

MoGe-2 recovers geometry and camera. An OpenGL renderer draws the proxy, and Qwen3-VL-8B turns instructions into programs over geometric operators, from raising a platform to turning the world upside down.

(c)State-aware combat

The state tracks positions, poses, health, action phases and cooldowns. A planner simulates candidate attacks; a rule-based controller resolves hits, damage, reactions and knock-outs.

(d)Real-time generation

Wan2.2-TI2V-5B renders the proxies conditioned on the first frame, one reference per character and the retained history, at 24 FPS with two denoising steps.

X̂t:t+L−1 = Gθ( Pt:t+L−1, I0, {Rk}k=1..K ; H<t )
Video generator architecture and character-aware adaptive masking.
Figure 3. Generator and character-aware masking.

MaskingCharacter-aware adaptive masking

Each reference may attend only to its own character's skeleton-derived region, expanded by 25%. The masks follow the characters and reduce appearance leakage; on a transformation they block the old identity's cached tokens while the background and first-frame sink stay visible.

SpeedCausal adaptation and distillation

Following Causal Forcing++: teacher forcing, consistency distillation with a 20-latent-frame window and a first-frame sink, then DMD on the student's own rollouts. Proxy conditions and gated references stay active throughout.

Mij = 0 if ui ∈ Ωk(j), τ(i), otherwise −∞
Data

50.3 hours of proxy–video pairs

Four sources, each adding what the others lack: diverse creature bodies, controlled synthetic events, real game footage and exact scripted fights.

Dataset overview and processing pipeline.
Figure 4. Dataset overview and processing pipeline.
SourceAddsHours
WildWorlddiverse creature bodies, with skeleton and depth26.6
Synthetic162 characters, 742 scenes; entry, coexistence, re-appearance, rapid turns11.6
Elden Ring recordings11 regions, 20+ outfits, six bosses8.8
UE simulationsscripted boss fights with exact proxies3.3
Total750 scenes · 178 characters50.3
Limitations
  • Characters with uncommon body structures can lack compatible motions in the library.
  • Consistency between scene proxies and the generated video can decline over long rollouts.
BibTeX
@article{wu2026wizard,
  title   = {Wizard: Manipulate Any World in Real Time via Agentic Control},
  author  = {Wu, Yuzhe and Lin, Zijun and Jin, Yeying},
  journal = {arXiv preprint},
  year    = {2026}
}