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GameVerse released 1,655 hours of gameplay video including 1,358 hours of continuous two-minute sequences, an order of magnitude longer than prior datasets

AspireAI community · arXiv
*Interactive world models can generate controllable environments from actions, but they lose coherence after roughly a minute - and the reason turns out to be data, not capacity.* Existing gameplay video datasets are mostly clips under ten seconds with captions that describe the whole clip in one undifferentiated block, which is not enough to learn a controllable long horizon. GameVerse is built for exactly that: 69.7 thousand clips spanning 1,655 hours and 349.6 million frames across first- and third-person gameplay, including 1,358 hours of continuous two-minute sequences. Every clip runs through scene-consistent segmentation, quality filtering, camera pose estimation and event-based caption annotation, and each is paired with a camera trajectory that stays coherent across minutes plus captions that separate static scene context from dynamic foreground events and align to event boundaries rather than fixed time windows. Training on it substantially extends the temporal horizon of interactive world models. The limitation: the authors report the horizon extension qualitatively rather than as a single headline number, and the data is gameplay, so transfer to other embodied domains is not established. Accepted at NeurIPS 2026.
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