Fight World Model: Customizable Combat through Visual Interaction Proxies
Authors: Jiahua Li, Zixu John, Tom Zhong, Fuping Wu, Tianhao Xu, Ruicheng Zhang, Jun Zhou, Zunnan Xu
Organizations: University of Oxford, UK · Independent Researcher · Imperial College London, UK · Tsinghua University, China · Nanyang Technological University, Singapore
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.
Figures & tables
Figure 2: Overview of FWM. The Proxy Engine executes gameplay rules, and the resulting state trajectories, action windows, and events are compiled into a visual interaction proxy. The proxy and appearance references are encoded with a shared VAE and concatenated with video tokens. Matching spatiotemporal rotary positions align the proxy with the video, while shared identity embeddings bind character references to the corresponding regions in the first video latent and proxy sequence. The DiT processes the combined sequence, and only video tokens are decoded to generate the continuation.
Figure 3: FightWorld Corpus. Native gameplay is expanded with skill effects, character-appearance edits, and scene edits, yielding 112,618 training samples.
Figure 4: Scene Editing in FightWorld Corpus. Each scene pairs a clean reference with an edited training frame. References exclude fighters and HUD elements and may differ in background details.
Figure 5: Character and Scene Reference Conditioning. Interaction rollouts across four character appearances (under default and side-switched stances) and two arena references.
Figure 6: Complete-Information Encodings on the Same Interaction. Held-out rollout under matched executed records ( Table 2 ). Green brackets mark HUD state errors: ↓ ! unexpected health loss, ↓× missing health loss, delayed update, ↓= incomplete update, and ↑ ! unexpected recovery.
Figure 7: Dual-Character Actions and Responses. Top rails show visible action summaries for both fighters. Per-frame badges indicate realized ( ) or unrealized ( ) fighter actions and responses; ? denotes strategy-level NPC text in ReactiveGWM v1; HUD state icons follow Fig. 6 .
Figure 8: Skill Timing and Event Consequences. Comparison on a projectile skill commanded at f=20 ; HUD state icons follow Fig. 6 .
Test Subset
Binding
Adherence ↑
DINO Similarity ↑
Non-Switch
Off
78.43
0.47
Non-Switch
On
99.16
0.61
Side-Switch
Off
53.68
0.35
Side-Switch
On
98.27
0.60
Table 1: Effect of Identity Binding. Variants share reference inputs and training budgets, differing only in identity binding. Adherence is a percentage. Values are ranked within each test subset.
Conditioning
Action ↑ Move / Attack / Skill
Reaction ↑
Health MAE ↓
J↑
Actions Only
70.27 / 56.22 / 58.64
74.43
3.42
34.18
Actions + Rule Text
71.71 / 68.40 / 57.35
80.16
3.07
46.37
Spatial Proxy Only
99.19 / 92.27 / 46.58
78.28
2.31
33.46
Spatial Proxy + State Tokens
94.48 / 91.23 / 82.42
87.17
1.23
63.28
Spatial Proxy + Text
96.72 / 93.63 / 92.43
92.24
2.78
76.35
FWM Interaction Proxy
99.78 / 99.24 / 99.06
99.79
0.15
98.48
Table 2: Interaction Fidelity across Control Representations. We compare variants with different conditioning signals to assess the effects of interaction information and its encoding. Rates are percentages, and Health MAE is in percentage points of maximum health. Across tables, bold and underlined values mark the best and second-best results.
Method
Action ↑ Move / Attack / Skill
Reaction ↑
Health MAE ↓
Adherence ↑ Character / Scene
Character DINO ↑
Scene DINO ↑
Without Reference-Image Conditioning
H3-WORLD
43.85 / 62.61 / 47.58
48.25
8.75
—
—
—
ReactiveGWM v1
70.15 / 78.98 / 48.55
35.56
4.59
—
—
—
ReactiveGWM v2
50.24 / 59.70 / 16.67
49.21
4.65
—
—
—
With Reference-Image Conditioning
H3-WORLD + Ref.
36.91 / 62.70 / 42.03
42.22
7.57
88.10 / 100.00
0.47
0.68
Table 3: Comparison with Adapted Game World Models. Baselines are adapted to FightWorld Corpus. +Ref denotes the addition of our reference-conditioning branch. Rates are percentages, and Health MAE is in percentage points of maximum health. DINO measures cosine similarity. A dash indicates an inapplicable metric.
Variant
Action ↑ Move / Attack / Skill
Reaction ↑
Health MAE ↓
J↑
FWM
99.78 / 99.24 / 99.06
99.79
0.15
98.48
w/o Command Marks
99.07 / 86.42 / 87.87
97.93
0.28
85.26
w/o Damage-Event Cues
99.16 / 98.92 / 98.91
80.42
0.27
78.38
w/o Health Bars
99.84 / 99.08 / 99.12
98.31
2.18
57.24
w/o Skill Event Trigger
99.21 / 99.03 / 79.28
98.07
0.26
78.81
Table 4: Contributions of Proxy Cues. Each ablated variant omits one cue family and is retrained under the same training setting. Rates are percentages, and Health MAE is in percentage points of maximum health.
Encoding
Health MAE ↓
Jrule↑
Default Rules
Spatial Proxy + State Tokens
1.87
89.26
Spatial Proxy + Text
2.42
76.38
FWM
0.16
100.00
Damage Magnitude
Spatial Proxy + State Tokens
1.63 / 2.48
74.62 / 65.37
Table 5: Interaction Fidelity under Rule Changes. Within each rule setting, encodings share executed records and are ranked separately. Default rules use original damage without immunity or lifesteal. Paired values denote reduced / amplified damage. Health MAE is in percentage points of maximum health, and Jrule is a percentage.
Figure 9: Skill-Level Rule Mechanisms Beyond Native Combat. Five combat mechanisms absent from native Street Fighter II/III , spanning lingering ground damage, per-projectile hits, staggered area hits, action locks, and spatial confinement (boundary locked).
Appendix figures & tables3 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 10: Interaction-Proxy Vocabulary. Transient cues and persistent state share fighter identities.
Figure 11: Reference-Augmented Comparison (Saitama, Player, No Side Switch). Matched frames corresponding to row 1 of Fig. 5 ; HUD state icons follow Fig. 6 .
Figure 13: Reference-Augmented Comparison (Lava Humanoid, NPC, No Side Switch). Matched frames corresponding to row 3 of Fig. 5 ; HUD state icons follow Fig. 6 .