Fight World Model

Customizable combat through
visual interaction proxies

Execute the rules. Render the fight.

Jiahua Li1   Zixu John2   Tom Zhong2   Fuping Wu3
Tianhao Xu2   Ruicheng Zhang4   Jun Zhou4   Zunnan Xu5,*

1 University of Oxford2 Independent Researcher3 Imperial College London4 Tsinghua University5 Nanyang Technological University

Executable state / Conditional videoScroll to explore

00The idea

Every hit has a consequence.

A protected fighter can react without losing health. Lifesteal can heal the attacker. FWM connects these executable rules to the frames you see.

Character and arena customization, the FWM execution-to-rendering pipeline, and controllable combat skills.
Fight World ModelRules → Interaction proxy → Video
01 / Execute

Resolve the interaction.

The engine updates fighter state, resolves hits, and applies the active rules.

02 / Compile

Put outcomes on a timeline.

A visual proxy aligns actions, reactions, and health with each fighter and frame.

03 / Render

Give the fight its appearance.

A shared video renderer follows the proxy and the character or arena references.

01Screening room

Many ways to stage a fight.

Characters, arenas, and skill effects in FightWorld Corpus.

The videos in this screening room and the corpus gallery are edited training samples. FWM inference comparisons appear in the paper figures below.

Appearance / Identity

A new face in the arena.

Appearance / Environment

Take the fight somewhere else.

Effects / Casting windows

Set the skill in motion.

02Under the image

One canvas. A shared timeline.

Attempted actions, transient reactions, and persistent health have separate marks. Fighter identity ties them together, even when the fighters switch sides.

Interaction proxy vocabulary with fighter boxes, identity colors, punch and kick stripes, a skill-casting marker, reaction inversions, and health bars.
Interaction proxy vocabularyIdentity · Space · Time

Actions and skill windows.

Horizontal stripes mark punches. Vertical stripes mark kicks. Coverage encodes strength. A magenta block follows the caster during a skill window.

Reactions and health.

A brief color inversion marks a reaction. Bar length independently records health. Edited rules can change one without changing the other.

Inside the model

The engine executes the rules, the compiler rasterizes the records, and a video diffusion transformer renders the continuation. Shared identity embeddings bind references to the intended fighter.

FWM architecture: proxy engine, deterministic interaction proxy compilation, a video diffusion transformer, and appearance and identity binding.
Model architectureFigure 2 in the paper

03Executable rules

Change the rule. Recompute the fight.

The engine reruns the same initial state and submitted actions under edited rules. The resulting proxy changes. The trained renderer stays the same.

Source: the paper's rule intervention study. Health MAE is in percentage points of maximum health. Joint rule fidelity requires the applicable reaction and health checks to pass together. These are reported evaluation results.

FWM paper rollouts of multi-stage combat mechanisms, including ground damage, projectile hits, staggered impacts, action locks, and spatial confinement.
Beyond native combatFWM inference / Paper figure

04FightWorld Corpus

A broader vocabulary of combat.

Native gameplay and edited videos share the same training format, with interaction proxies, text descriptions, and available appearance references.

112,618Training samples
52Skill effects
187Character appearances
15Arenas

05Evaluation

The whole interaction has to agree.

Joint fidelity checks actions, entity assignment, timing, reactions, and persistent health together. All complete-information encodings below receive the same executed records.

98.48%

Joint interaction fidelity

99.79%

Correct hit reactions

0.15 pp

Health mean absolute error

Source: the paper's control representation study, complete-information encodings. Rates are percentages; Health MAE is in percentage points of maximum health. Higher is better except Health MAE.
Control representationMove ↑Attack ↑Skill ↑Reaction ↑Health MAE ↓Joint ↑
Spatial proxy + state tokens94.4891.2382.4287.171.2363.28
Spatial proxy + text96.7293.6392.4392.242.7876.35
FWM interaction proxy99.7899.2499.0699.790.1598.48
Appearance across side switches

Identity binding raises character adherence on side-switch clips from 53.68% to 98.27% under matched reference inputs and training budgets. The identity follows the fighter as its screen position changes. Source: the paper's identity binding study.

FWM character and arena reference-conditioned rollouts, including characters exchanging screen sides.
Character and scene referencesFWM inference

Evaluated in fixed-camera, two-fighter 2D combat with a single video backbone. Transfer to other games, moving cameras, 3D worlds, and more fighters remains to be evaluated.

Fight World Model

From executable rules to visible consequences.

Read the full paper

Edited training sample / FightWorld Corpus