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Fight World Model: Customizable Combat through Visual Interaction Proxies

Paper recorded by Signals 4 on 2026-10-29 in cs.CV. Abstract reproduced from arXiv; link to the original below.

Published 2026-10-29 on arXiv · recorded by Signals 4 on 2026-10-30

Category: cs.CV · 计算机视觉 · first seen 2026-10-30

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 e

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#54 most recent of 710 cs.CV papers we have recorded · ↑ newer: L3G-World: Real-Time Infinite World Generation with Latent 3D Gaussian · ↓ older: HairDeck: Animation-Ready Stylized Hair Cards from a Single Image
Cite this page: Fight World Model: Customizable Combat through Visual Interaction Proxies: the #54 most recent of 710 cs.CV papers we have recorded (as of 2026-10-29). Source: Signals 4 (Signals API) — https://data.jiangzhang.ca/signals4/t/papers/fight-world-model-customizable-combat-through-visual-interaction-proxies.html
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