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Main Authors: Agarwal, Anmol, Meshram, Pranay, Singh, Sumer, Suman, Saurav, Lapp, Andrew, Matiana, Shahbuland, Castricato, Louis, Frazier, Spencer
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2603.00825
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author Agarwal, Anmol
Meshram, Pranay
Singh, Sumer
Suman, Saurav
Lapp, Andrew
Matiana, Shahbuland
Castricato, Louis
Frazier, Spencer
author_facet Agarwal, Anmol
Meshram, Pranay
Singh, Sumer
Suman, Saurav
Lapp, Andrew
Matiana, Shahbuland
Castricato, Louis
Frazier, Spencer
contents 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 observe the emergence of sophisticated agent behavior by training the model solely on single-player inputs, without any explicit supervision for the opponent's policy. Unlike traditional imitation learning methods, which require complete action labels, COMBAT learns effectively from partially observed data to generate responsive behaviors for a controllable Player 1. We present an extensive study and introduce novel evaluation methods to benchmark this emergent agent behavior, establishing a strong foundation for training interactive agents within diffusion-based world models.
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institution arXiv
publishDate 2026
record_format arxiv
spellingShingle COMBAT: Conditional World Models for Behavioral Agent Training
Agarwal, Anmol
Meshram, Pranay
Singh, Sumer
Suman, Saurav
Lapp, Andrew
Matiana, Shahbuland
Castricato, Louis
Frazier, Spencer
Computer Vision and Pattern Recognition
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 observe the emergence of sophisticated agent behavior by training the model solely on single-player inputs, without any explicit supervision for the opponent's policy. Unlike traditional imitation learning methods, which require complete action labels, COMBAT learns effectively from partially observed data to generate responsive behaviors for a controllable Player 1. We present an extensive study and introduce novel evaluation methods to benchmark this emergent agent behavior, establishing a strong foundation for training interactive agents within diffusion-based world models.
title COMBAT: Conditional World Models for Behavioral Agent Training
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2603.00825