Incantation Matrix Team Matrix Team
2026 Preprint

Natural Language as the Action Interface for Multi-Entity Video World Models

Incantation

Natural language is the action interface.

It beats closed action IDs where control must generalize.

89% vs. 43% cross-entity transfer. 90% vs. 0% out-of-vocabulary control. 3-entity control from two-entity training.

Presented by Matrix Team — Neural Interactive Simulation
0.25sparallel per-entity language control
89% vs. 43%Natural language vs. Action-ID transfer accuracy
90% vs. 0%Natural language vs. Action-ID out-of-vocabulary control
3-entity controlgeneralizes from two-entity training
Incantation cross-entity transfer and multi-entity control teaser

Cross-entity action transfer and multi-entity control in Elden Ring. Natural-language action prompts let one entity execute another entity's signature action while preserving a shared, interactive scene.

News

Latest updates on Incantation.

  • Release Code, checkpoints, and the 128-hour dataset are being prepared. The release package will include the frame-accurate multi-entity action data used by the paper. NEW
  • Dataset Open-source data format is documented. Raw CSV and processed JSONL samples are available in the dataset section for early inspection.
  • Project page Incantation project page now includes the paper PDF, source figures, evidence videos, evaluation protocol, and BibTeX.

Motivation

The missing piece is natural language as the action interface

Existing interactive video world models often inherit their controls from engines, devices, or scene-level captions. Incantation asks a sharper question: should a world model be controlled by closed action IDs, or by language that names the action itself?

Main takeaway

Natural language is not just a captioning convenience. It is the action interface that lets controls transfer across bodies, entities, and worlds.

Player performs [ACTION_P]. Boss performs [ACTION_B].

Interface comparison

Action-IDclosed per-entity labels tied to an engine
Natural languageopen action semantics in per-entity slots
Proofseen parity, transfer, and out-of-vocabulary control

Insight

Why this matters

The paper frames the problem as a natural-language action-interface problem, not just a bigger-model problem: control should name what each entity does, not which engine button was pressed.

01 / Engine IDs

Animation labels are local

Per-engine or per-entity action IDs bind meaning at design time. The same index can mean unrelated moves for different entities.

02 / Device inputs

Controls address the player

Keyboard or controller inputs naturally steer one controllable side, leaving non-player entities outside the direct action channel.

03 / Scene captions

Captions are too global

A holistic scene description cannot cleanly assign simultaneous, distinct actions to several entities at frame-level granularity.

Design

Method: make language frame-local, then keep it stable online

The key is not just adding text. The model must route each entity's prompt to the current frame, preserve visual history, and stay stable when the context slides for minutes.

01

Parallel prompt slots

Every 0.25 s latent frame receives a structured prompt such as Player performs [ACTION_P]. Boss performs [ACTION_B]. Adding another controllable entity means adding another slot, not changing the backbone.

02

Sink + Recent + Noisy context

Each target frame attends to one sink frame, seven recent clean latent frames, and the noisy target. The recent window spans 1.75 s; the sink anchors global scene and identity.

03

Text only touches the noisy target

History keeps bidirectional self-attention from the pretrained video backbone. Text cross-attention is masked away from committed history, preventing the current action prompt from leaking backward.

04

Sliding cache without positional drift

The causal student is initialized by ordinary-differential-equation matching, distilled with Self-Forcing, and caches raw keys before rotary position encoding. Local positions are applied on the fly after each cache slide.

Incantation workflow with language-conditioned pretraining and Self-Forcing distillation

Training and streaming workflow: language-conditioned pretraining followed by ordinary-differential-equation-initialized Self-Forcing distillation.

Stage 1 ablation: why frame-local text matters

The appendix crosses history attention with text-attention scope. The chosen design keeps the pretrained bidirectional history prior and isolates text to the noisy target frame.

History / Text scope Fréchet video distance down
Bidir history + noisy-only text201.9
Bidir history + all-frame text197.1
Causal history + noisy-only text245.1
Causal history + all-frame text>1100, unstable

Takeaway: causal history hurts the pretrained video prior, and full text cross-attention can contaminate committed history.

Stage 2 ablation: why sliding cache is necessary

The appendix evaluates the same student at 10 s and 30 s. Without key-value cache sliding, quality collapses with horizon; with sliding, Fréchet video distance stays nearly flat.

Cache setting 10 s Fréchet video distance 30 s Fréchet video distance
No sliding439.6996.9
kv=7, cap=16138.6139.2
kv=4, cap=16140.5141.9

Takeaway: the cache window, not an ever-growing history, carries the online visual context.

Design detail

Attention that respects time

Each action prompt describes the current frame, so Incantation prevents that prompt from contaminating committed history frames.

Decoupled text cross-attention restricted to the noisy target frame

Text cross-attention is applied only to the noisy target frame; history frames keep bidirectional self-attention.

Frame-local control

Conventional full text cross-attention can cause temporal cross-contamination: the current action prompt leaks into past frames and creates action echoes. Incantation masks text cross-attention away from history tokens, so prompt changes remain frame-local.

For long horizons, raw keys are cached before rotary-position rotation and rotated on the fly with updated local positions. This avoids stale positional geometry after sliding-window evictions.

Claim and proof

Does natural language beat action IDs as the action interface?

This is the central claim. The experiment is organized as a three-tier proof: first show language is not weaker on seen actions, then show it transfers across entities, then show it handles prompts outside the closed ID vocabulary.

Main takeaway

Natural language wins because it carries action meaning. Action IDs can memorize frequent controls, but they do not say what the action means. That gap appears exactly when the interface must generalize.

Tier 1 / Sanity check

Natural language is not weaker on seen actions

On frequent in-distribution actions, both interfaces receive strong supervision. Natural language reaches 95% action-control accuracy, while the Action-ID baseline reaches 89%, ruling out a simple optimization or capacity story.

Tier 2 / Semantic transfer

Natural language transfers actions across entities

The same actions are issued to entities that never performed them in training. Natural language reaches 89%, while the Action-ID baseline drops to 43%, exposing the missing compositional semantics.

Tier 3 / Open vocabulary

Natural language accepts out-of-vocabulary action prompts

Out-of-vocabulary prompts are natural-language action descriptions outside the closed ID vocabulary. Natural language reaches 90% across 40 trials; the Action-ID baseline has no input slot and therefore 0% coverage.

Tier 1 95% vs. 89%

Natural-language action-control accuracy on in-distribution prompts, versus 89% for the Action-ID baseline.

Tier 2 89% vs. 43%

Cross-entity semantic transfer accuracy, versus 43% for the Action-ID baseline.

Tier 3 90% vs. 0%

Aggregate action-control accuracy on out-of-vocabulary prompts; the Action-ID baseline has no input slot and scores 0%.

Interface scaling 3-entity control

The same prompt-slot interface extends from two-entity training to simultaneous control of three entities.

Proof tier Natural language Action-ID baseline What it proves
Seen-action parity 95% action-control accuracy 89% action-control accuracy Natural language is a viable action interface, not a weaker replacement.
Cross-entity transfer 89% transfer accuracy 43% transfer accuracy Natural language carries compositional action semantics across entities.
Out-of-vocabulary prompts 90% action-control accuracy 0% coverage Natural language remains an interface when the ID vocabulary ends.
Cross-entity tiers

The transfer test isolates the interface

Tier I gives the Action-ID baseline no target-entity fallback. Tier II gives it a similar motion. Tier III gives it same-named actions. Natural language still leads throughout.

Tier evidence

80/90/80+ across the hard cases

Tier I: double light blade to Knight, 80% vs. 15%. Tier II: Crucible tail to Margit, 90% vs. 60%. Tier III: natural language stays at least 80% across shared-label transfers.

Stronger ID baselines

Closed vocabulary is the wall

Text-initialized frozen IDs inherit language priors but stay closed-vocabulary. Trainable text-initialized IDs specialize to entity context and revert toward the joint-vocabulary baseline.

Vision-language judge

Automated judge agrees where it can

A vision-language model used as a pairwise judge gives natural language +70 percentage points on Tier I and +10 to +25 percentage points on Tier III. Tier II remains human-rated because game-specific luminous-tail cues are hard for a general vision-language model.

Interface scaling / Parallel control

Claim

Natural-language prompt slots scale the action interface: the model is trained on two-entity scenes, then asked to control player, Margit, and Crucible Knight simultaneously.

What to look for: each actor follows its own action phrase in the same camera stream, instead of collapsing into a single global caption.

Evidence: 3-entity control from 2-entity training

The three slots issue Shielding, Blade Throw, and Roll Forward at the same time in one shared scene.

Qualitative comparison against Seedance, Kling, LongLive, and Incantation

Qualitative comparison on Elden Ring. Strong video generators preserve visual fidelity, but Incantation is the method designed for per-frame player-boss action control.

Video evidence / Baseline comparison

Same scene intent, different control interface

These clips belong with the baseline figure: they test whether a visually strong video generator can also expose an explicit per-entity action channel.

Seedance 2.0 baseline

High visual fidelity, but no explicit per-entity interactive action interface.

Kling 3.0 baseline

Compared under matched high-level scene intent, without frame-local entity action slots.

LongLive baseline

A strong long-video baseline, evaluated for the same player-boss action-control purpose.

Incantation (ours)

Per-frame language slots control player and boss actions under one shared camera.

Generalization evidence

Cross-world replication

The same architecture and recipe are applied to Elden Ring and the visually unrelated King of Fighters world, changing only action-vocabulary slots. Real-time streaming is an enabling system property, not the core interface claim.

Elden Ring long-horizon generated rollout

Elden Ring rollout sampled from a continuous generated session.

King of Fighters generated rollout under the same architecture

King of Fighters rollout under the same architecture and training recipe.

Evidence / Long horizon

30-second rollout

A quick visual check for action consistency and temporal coherence under continuous control.

Claim

The online student keeps the action interface usable beyond a short clip, because the cache slides while positions stay local.

The appendix reports five independent roughly 118-minute Margit rollouts. Across 2,025 evaluated windows, Fréchet video distance stays stable instead of degrading monotonically with horizon.

World Model Steps Fréchet video distance down Action-control accuracy Latency
Elden Ring Teacher (bidirectional) 50 206.2 93.2% 12058.7 ms/frame
Elden Ring Student (causal) 2 138.6 90.4% 163.4 ms/frame
King of Fighters Teacher (bidirectional) 50 170.1 94.9% 10986.0 ms/frame
King of Fighters Student (causal) 2 162.9 94.0% 165.2 ms/frame

Dataset trust

Dataset and annotation workflow

Incantation will release code, checkpoints, and a 128-hour frame-accurate multi-entity action dataset spanning Elden Ring and The King of Fighters.

Elden Ring

45 hours

30 h of Margit and 15 h of Crucible Knight boss-fight footage with player and boss action triplets read from engine memory.

King of Fighters

83 hours

About 5,000 one-minute fighter-pair clips, collected with the same per-frame action-labeling protocol.

Granularity

0.25 s

Each autoencoder-compressed latent frame receives per-entity action prompts and aligned supervision.

Local annotation interface for Incantation

Blinded action-control accuracy interface. Annotators see the generated clip and per-entity target action, but not whether it came from natural language or the Action-ID baseline.

From raw animation state to language timelines

The sample includes a raw memory-derived CSV and a processed JSONL entry. The processed format pairs each clip with global captions, participant descriptions, and per-entity action timelines.

Raw CSV sample · Processed JSONL sample

{
  "video": "20260117_180710_0.mp4",
  "prompt": {
    "participants": {
      "person_1": {
        "timeline": [
          {"start_time": 0.0, "end_time": 2.375, "short_caption": "Charge forward"},
          {"start_time": 5.5, "end_time": 6.875, "short_caption": "Greatsword thrust"}
        ]
      },
      "boss_1": {
        "timeline": [
          {"start_time": 3.75, "end_time": 5.875, "short_caption": "Staff upswing"},
          {"start_time": 5.875, "end_time": 7.75, "short_caption": "Tail swipe"}
        ]
      }
    }
  }
}

Data evidence / 0.25 s granularity

King of Fighters annotation example

A two-entity fighting scene with rapid action changes at the same 0.25 s supervision granularity.

Why this belongs in the dataset section

The dataset is not just a pile of clips. It is a frame-accurate control substrate: each participant has its own action timeline, and evaluation asks blinded raters whether the generated action actually happened.

The appendix reports three-annotator action-control accuracy ratings, high within-1 ordinal agreement, and matched-prompt tests that keep natural language and Action-ID comparisons on the same starts and seeds.

Evaluation protocol

Matched prompt injection

For interface tests, the model first runs 2 s with neutral prompts, then receives the target action for 3 s. Natural language and the Action-ID baseline use the same starting frames and seeds.

Human rating

400 clips, three blinded annotators

Each clip is rated on a 0/1/2 scale. The final action-control accuracy decision uses the median of three ratings, then thresholds at partial-or-better execution.

Agreement

<7% severe disagreement

Pairwise within-1 ordinal agreement is 95.0-96.5% on cross-entity clips and 93.3-95.8% on in-distribution clips.

Significance

49 vs. 3 matched wins

On cross-entity trials where the interfaces differ, natural language succeeds on 49 matched triples and the Action-ID baseline on 3. McNemar: Z=6.38, p<1e-10.

Artifacts

Launch links

Public links can be swapped in here once the release artifacts are ready.

Team

Authors

Anonymous Authors · Anonymous Institution

Citation

Temporary preprint BibTeX. Replace the venue, authors, and identifier after the public release is finalized.

@misc{anonymous2026incantation,
  title        = {Incantation: Natural Language as the Action Interface for Multi-Entity Video World Models},
  author       = {Anonymous Authors},
  year         = {2026},
  note         = {Preprint},
  url          = {static/paper/incantation.pdf}
}