COMBAT: Conditional World Models for Behavioral Agent Training
Anmol Agarwal, Pranay Meshram, Sumer Singh, Saurav Suman, Andrew Lapp, Shahbuland Matiana, Louis Castricato, Spencer Frazier

TL;DR
COMBAT introduces a real-time diffusion-based world model trained on Tekken 3 that learns dynamic, reactive opponent behaviors implicitly from single-player data, enabling interactive agent simulation without explicit supervision.
Contribution
The paper presents COMBAT, a novel diffusion transformer model that models reactive agents in real-time using implicit learning from limited data, advancing interactive environment simulation.
Findings
Successfully simulates reactive opponent behavior in Tekken 3
Learns complex behaviors without explicit policy supervision
Establishes new benchmarks for emergent agent responsiveness
Abstract
Recent advances in video generation have spurred the development of world models capable of simulating 3D-consistent environments and interactions with static objects. However, a significant limitation remains in their ability to model dynamic, reactive agents that can intelligently influence and interact with the world. To address this gap, we introduce COMBAT, a real-time, action-controlled world model trained on the complex 1v1 fighting game Tekken 3. Our work demonstrates that diffusion models can successfully simulate a dynamic opponent that reacts to player actions, learning its behavior implicitly. Our approach utilizes a 1.2 billion parameter Diffusion Transformer, conditioned on latent representations from a deep compression autoencoder. We employ state-of-the-art techniques, including causal distillation and diffusion forcing, to achieve real-time inference. Crucially, we…
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Taxonomy
TopicsArtificial Intelligence in Games · Generative Adversarial Networks and Image Synthesis · Reinforcement Learning in Robotics
