ReactiveGWM: Steering NPC in Reactive Game World Models

Zeqing Wang, Danze Chen, Zhaohu Xing, Zizhao Tong, Yinhan Zhang, Xingyi Yang, Yeying Jin

arXiv:2605.15256 · 2026-05-18 공개 · arXiv · PDF

diffusion-models cross-attention zero-shot-transfer reactive-gwm npc-control game-world-models street-fighter strategy-transfer

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 game-agnostic representation of interactive logic. This enables zero-shot strategy transfer: our learned modules can be plugged directly into off-the-shelf, unannotated world models of different games. This instantly unlocks steerable NPC interactions without any domain-specific retraining. Evaluated on two Street Fighter games, ReactiveGWM maintains fine-grain player controllability while achieving robust, prompt-aligned NPC strategy adherence, paving the way for scalable, strategy-rich interaction with the NPC.

한국어 요약

📋 한 줄 요약

**[게임 월드 모델 / 생성형 AI]** NPC의 능동적 반응을 모델링하여 플레이어-NPC 상호작용을 합성하는 게임 월드 모델.

🎯 핵심 기여도

💡 핵심 아이디어

기존 게임 월드 모델은 플레이어 중심의 수동적 비디오 렌더러에 가까웠다. ReactiveGWM은 NPC를 1인칭 시야에 종속된 픽셀이 아닌 자체 의도(Offense/Control/Defense)를 가진 상호작용 주체로 다루어 진정한 시뮬레이션 엔진을 지향한다.

🔬 기술적 접근법

📊 주요 결과

💭 의의 및 한계

**의의**: 게임 월드 모델을 단순 영상 합성에서 상호작용 시뮬레이션으로 전환하는 패러다임 변화를 보였다. **한계**: 평가가 2D 격투 게임 중심이며, 다인 NPC나 복잡한 3D 환경에서의 검증은 추후 과제다.

🚀 실용적 활용