SCOPE

SCOPE: `image` and `prompt` in; `generated_video` and `scope.mp4` out; runner verified; start on `scope`.
SCOPE is an interactive game world model over a Wan backbone: image plus per-step actions in, game-world video out (paper arXiv 2605.23345). In this catalog both integration and runner are verified — the image-action-to-video demo runs through the Workspace infer path with staged zizhaotong/SCOPE weights, the in-tree example image, and an action parquet.


The paper is SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models. Project page: z2tong.github.io/SCOPE. Code: z2tong/SCOPE.
Catalog aliases include scope-world-model and zizhaotong/SCOPE.
Build your run
SCOPEPipelineworldfoundry.pipelines.scope.pipeline_scopeinteractive-videoworldfoundry.pipelineworldfoundry-eval run \
scope \
--pipeline.task-profile interactive-video \
--jsonWhat it is for
Drive SCOPE as an action-conditioned world route. Launch worldfoundry-eval run scope — required image and prompt; out generated_video and scope.mp4.
Score on WorldModelBench.
Runtime contract
Required: image and prompt. Optional: video. Actions: action_parquet. Artifacts: generated_video and scope.mp4. Status: Verified. SCOPEPipeline fails fast unless execute=True is supplied, then invokes the in-tree native assembly. Weights stay external HF assets injected through model_dir/checkpoint_root or SCOPE_MODEL_DIR.
Running in WorldFoundry
Run in the unified environment worldfoundry-unified-cu128 (Python 3.11, CUDA 12.8). Stage zizhaotong/SCOPE locally — the runtime does not download weights. Launch worldfoundry-eval run scope.


