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Main Authors: Tong, Zizhao, Jin, Yeying, Lai, Hongfeng, Wang, Zeqing, Xing, Zhaohu, Cheng, Kexu, Xu, Haoran, Pu, Zhao, Zhu, Shangwen, Feng, Ruili, Zhao, Jian, Zhang, Yan, Tang, Hao, Shao, Ling
Format: Preprint
Published: 2026
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Online Access:https://arxiv.org/abs/2605.23345
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author Tong, Zizhao
Jin, Yeying
Lai, Hongfeng
Wang, Zeqing
Xing, Zhaohu
Cheng, Kexu
Xu, Haoran
Pu, Zhao
Zhu, Shangwen
Feng, Ruili
Zhao, Jian
Zhang, Yan
Tang, Hao
Shao, Ling
author_facet Tong, Zizhao
Jin, Yeying
Lai, Hongfeng
Wang, Zeqing
Xing, Zhaohu
Cheng, Kexu
Xu, Haoran
Pu, Zhao
Zhu, Shangwen
Feng, Ruili
Zhao, Jian
Zhang, Yan
Tang, Hao
Shao, Ling
contents Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles, failing under dense FPS inputs. We observe that FPS actions are spatially selective: discrete events such as firing or reloading affect only a localized region around the weapon (the scope), while continuous camera and movement signals govern stable surroundings. We propose SCOPE, which inserts a conditioning module into each transformer block of a pretrained video diffusion model. It reshapes features into per-pixel temporal sequences so that each position computes its action response from local visual content. This separates in-scope effects from out-of-scope generation without segmentation labels. We also introduce CrossFPS, the first multi-game FPS dataset with frame-aligned action telemetry. It comprises 69K clips from 7 titles with 10-DoF controller signals, curated to remove gameplay bias. The model learns general visual-to-action mappings rather than game-specific patterns, enabling zero-shot transfer to unseen scenes. Experiments confirm strong action responsiveness, precise scope separation, and effective cross-game generalization.
format Preprint
id arxiv_https___arxiv_org_abs_2605_23345
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models
Tong, Zizhao
Jin, Yeying
Lai, Hongfeng
Wang, Zeqing
Xing, Zhaohu
Cheng, Kexu
Xu, Haoran
Pu, Zhao
Zhu, Shangwen
Feng, Ruili
Zhao, Jian
Zhang, Yan
Tang, Hao
Shao, Ling
Computer Vision and Pattern Recognition
Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles, failing under dense FPS inputs. We observe that FPS actions are spatially selective: discrete events such as firing or reloading affect only a localized region around the weapon (the scope), while continuous camera and movement signals govern stable surroundings. We propose SCOPE, which inserts a conditioning module into each transformer block of a pretrained video diffusion model. It reshapes features into per-pixel temporal sequences so that each position computes its action response from local visual content. This separates in-scope effects from out-of-scope generation without segmentation labels. We also introduce CrossFPS, the first multi-game FPS dataset with frame-aligned action telemetry. It comprises 69K clips from 7 titles with 10-DoF controller signals, curated to remove gameplay bias. The model learns general visual-to-action mappings rather than game-specific patterns, enabling zero-shot transfer to unseen scenes. Experiments confirm strong action responsiveness, precise scope separation, and effective cross-game generalization.
title SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2605.23345