导读
英文标题:Fight World Model: Customizable Combat through Visual Interaction Proxies arXiv编号:2610.40607 作者:Jiahua Li, Zixu John, Tom Zhong 来源:arXiv 原文链接:htt…

英文标题:Fight World Model: Customizable Combat through Visual Interaction Proxies
arXiv编号:2610.40607
作者:Jiahua Li, Zixu John, Tom Zhong
来源:arXiv
原文链接:https://arxiv.org/abs/2610.40607
中文摘要:
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.
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