跳到正文
研踪PaperTrail
← 研踪 PaperTrail

arXiv:2610.40607 · v1

Fight World Model: Customizable Combat through Visual Interaction Proxies

首次提交 2026-10-30 01:53
版本更新 2026-10-30 01:53
雷达观测 2026-10-30 13:28
arXiv ↗PDF ↗

摘要

A playable, programmable game world must maintain persistent state, enforce executable rules, and support extensible gameplay mechanics. Existing video world models can generate plausible combat, yet struggle to keep hit reactions and health updates consistent with game rules. We introduce Fight World Model (FWM), which separates rule-governed combat execution from video rendering. An executable engine maintains state and resolves interactions. A deterministic compiler encodes these outcomes and attempted actions in a spatially and temporally aligned interaction proxy. The proxy aligns action and skill windows, brief hit reactions, and persistent health by fighter identity and timing. These cues can be controlled separately to render interactions under modified rules. Identity-bound references preserve character appearance across side switches. We train FWM on FightWorld Corpus, spanning 52 skill effects, 187 character-appearance variants, and 15 arenas. Without retraining the renderer, FWM supports damage scaling, limited-hit immunity, lifesteal, and multi-stage skill mechanisms beyond the native game. It also allows character and arena customization. Experiments demonstrate the effectiveness of FWM, which outperforms existing game world models in action fidelity, hit reactions, health-state consistency, and character appearance preservation. Our project is available at https://fight-world-model.github.io.

作者备注:Tech Report

AI 论文解读

基于摘要 · 非全文审阅

FWM 将规则驱动的战斗执行与视频渲染分离,用可执行引擎和确定性编译器生成交互代理,从而在无需重训渲染器的情况下支持可定制战斗规则与角色外观。

正在读取账号与研究记录…

版本差异

目前只观测到一个版本,无法比较变化。之后收录新版本时,会在这里对照标题、作者、分类和摘要。

观测到的版本

相邻记录可能跳过中间版本;首次发现 v2 及以上也会标为版本更新。

v1 · 2026-10-30 01:53 · 最新观测版本

Fight World Model: Customizable Combat through Visual Interaction Proxies

A playable, programmable game world must maintain persistent state, enforce executable rules, and support extensible gameplay mechanics. Existing video world models can generate plausible combat, yet struggle to keep hit reactions and health updates consistent with game rules. We introduce Fight World Model (FWM), which separates rule-governed combat execution from video rendering. An executable engine maintains state and resolves interactions. A deterministic compiler encodes these outcomes and attempted actions in a spatially and temporally aligned interaction proxy. The proxy aligns action and skill windows, brief hit reactions, and persistent health by fighter identity and timing. These cues can be controlled separately to render interactions under modified rules. Identity-bound references preserve character appearance across side switches. We train FWM on FightWorld Corpus, spanning 52 skill effects, 187 character-appearance variants, and 15 arenas. Without retraining the renderer, FWM supports damage scaling, limited-hit immunity, lifesteal, and multi-stage skill mechanisms beyond the native game. It also allows character and arena customization. Experiments demonstrate the effectiveness of FWM, which outperforms existing game world models in action fidelity, hit reactions, health-state consistency, and character appearance preservation. Our project is available at https://fight-world-model.github.io.

查看此版本解读 →查看此版本原文 ↗