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A Survey of Interactive Generative Video

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arxiv 2504.21853 v1 pith:TGVFU3HS submitted 2025-04-30 cs.CV

classification cs.CV
keywords interactivevideocontrolfuturegenerativetechnologyapplicationscapabilities
verification ladder T0 review T1 audit T2 compute T3 formal
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Interactive Generative Video (IGV) has emerged as a crucial technology in response to the growing demand for high-quality, interactive video content across various domains. In this paper, we define IGV as a technology that combines generative capabilities to produce diverse high-quality video content with interactive features that enable user engagement through control signals and responsive feedback. We survey the current landscape of IGV applications, focusing on three major domains: 1) gaming, where IGV enables infinite exploration in virtual worlds; 2) embodied AI, where IGV serves as a physics-aware environment synthesizer for training agents in multimodal interaction with dynamically evolving scenes; and 3) autonomous driving, where IGV provides closed-loop simulation capabilities for safety-critical testing and validation. To guide future development, we propose a comprehensive framework that decomposes an ideal IGV system into five essential modules: Generation, Control, Memory, Dynamics, and Intelligence. Furthermore, we systematically analyze the technical challenges and future directions in realizing each component for an ideal IGV system, such as achieving real-time generation, enabling open-domain control, maintaining long-term coherence, simulating accurate physics, and integrating causal reasoning. We believe that this systematic analysis will facilitate future research and development in the field of IGV, ultimately advancing the technology toward more sophisticated and practical applications.

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Cited by 3 Pith papers

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  1. CDP: Towards Robust Autoregressive Visuomotor Policy Learning via Causal Diffusion

    cs.CV 2025-06 conditional novelty 6.0 of 10

    Causal Diffusion Policy adds historical action conditioning and attention cache sharing to diffusion-based robot policies, improving success rates on most tested manipulation tasks under degraded observations.

  2. From Pixels to States: Rethinking Interactive World Models as Game Engines

    cs.CV 2026-07 conditional novelty 5.0 of 10

    Interactive world models are reorganized around the game-engine action-state-observation loop, and a 90-hour Black Myth: Wukong dataset with frame-aligned actions, ground-truth states, and observations is introduced.

  3. OpenWorldLib: A Unified Codebase and Definition of Advanced World Models

    cs.CV 2026-04 unverdicted novelty 4.0 of 10

    OpenWorldLib offers a standardized codebase and definition for world models that combine perception, interaction, and memory to understand and predict the world.

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