WanToFight: Real-Time Generative Game Engine for Multi-Player Combat Interaction
- Published
- Source
- arXiv
- Paper number
- 623
- Field
- Computer Vision
- arXiv ID
- 2607.12592
Key points
- It implemented streaming autoregressive generation by adding block-causal attention and a rolling KV cache to the Wan-1.3B video diffusion model.
- A player-binding module associates each keyboard input with a character, and a local causal key-input module is trained through a staged curriculum.
- A 4-step DMD-distilled model and a pruned VAE generated 512×384 video at 30 frames per second throughout a complete match on a single RTX 5090.
- It shows the potential to handle adversarial interaction between two players and complex physics together in one real-time generative engine.
- It is currently limited to a single game, KOF '97, with remaining issues in fine visual detail for complex actions and accumulated error in sessions longer than 2 minutes.
Paper links
External research summaries. These are not HDATF publications or measured product results.