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.

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