Overview
Field: Computer Vision Authors: Jiahua Li, Zixu John, Tom Zhong Published: 2025-10-28 arXiv: 2510.25906 Project: https://fight-world-model.github.io
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.
The authors introduce Fight World Model (FWM), which separates rule-governed combat execution from video rendering:
- An executable engine maintains game state and resolves interactions.
- A deterministic compiler encodes these outcomes and attempted actions into 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 independently to render interactions under modified rules.
- Identity-bound references preserve character appearance across side switches.
- 52 skill effects
- 187 character appearance variants
- 15 arenas
- Damage scaling
- Hit-limit immunity
- Life steal
- Multi-stage skill mechanics beyond the native game
- Character and arena customization
- Action fidelity
- Hit reactions
- Health-state consistency
- Character appearance preservation
Training Data
FWM is trained on the FightWorld Corpus, which covers:
Capabilities
Without retraining the renderer, FWM supports:
Results
Experiments demonstrate that FWM outperforms existing game world models in:
Abstract
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. Experiments demonstrate FWM's effectiveness, outperforming existing game world models in action fidelity, hit reactions, health-state consistency, and character appearance preservation.
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*Auto-collected on 2026-11-01.*