ReactiveGWM: Steering NPC in Reactive Game World Models
Zeqing Wang, Danze Chen, Zhaohu Xing, Zizhao Tong, Yinhan Zhang, Xingyi Yang, Yeying Jin

TL;DR
ReactiveGWM introduces a novel reactive game world model that enables zero-shot transfer of NPC strategies across different games, maintaining player control and realistic interactions.
Contribution
It presents a decoupled, game-agnostic approach to modeling NPC interactions that allows for strategy transfer without retraining.
Findings
Maintains fine-grain player controllability.
Achieves robust NPC strategy adherence.
Enables zero-shot transfer across games.
Abstract
Current game world models simulate environments from a subjective, player-centric perspective. However, by treating the Non-Player Character (NPC) merely as background pixels, these models cannot capture interactions between the player and NPC. In that sense, they act as passive video renderers rather than real simulation engines, lacking the physical understanding needed to model action-induced NPC reactivities. We introduce ReactiveGWM, a reactive game world model that synthesizes dynamic interactions between the player and NPC. Instead of entangling all interaction dynamics, ReactiveGWM explicitly decouples player controls from NPC behaviors. Player actions are injected into the diffusion backbone via a lightweight additive bias, while high-level NPC responses (e.g., Offense, Control, Defense) are grounded through cross-attention modules. Crucially, these modules learn a…
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