arXiv:2605.15256cs.CV2026-05被引 6

让游戏中的非玩家角色能实时响应玩家操作,实现零样本策略迁移。

ReactiveGWM: Steering NPC in Reactive Game World Models

论文配图:ReactiveGWM: Steering NPC in Reactive Game World Models
图 1 · 摘自论文原文
  • 分离玩家控制与角色行为,用轻量偏置注入动作,通过交叉注意力生成反应。
  • 在两个街霸游戏中实现精准玩家操控与一致的策略响应,支持零样本迁移。
  • 无需重训练即可接入不同游戏,适合快速构建可交互的智能角色系统。

当前游戏世界模型从玩家视角出发,将非玩家角色(NPC)视为背景像素,无法捕捉玩家与NPC间的动态交互,仅能被动渲染视频。本文提出ReactiveGWM,一种能生成玩家与NPC间动态交互的反应式游戏世界模型。该模型显式解耦玩家控制与NPC行为:玩家动作通过轻量加性偏置注入扩散主干网络;高阶NPC响应(如进攻、控制、防御)则通过交叉注意力模块建模,并学习跨游戏通用的交互逻辑。该设计支持零样本策略迁移——所学模块可直接嵌入未经标注的现成世界模型中,无需领域特定训练即可实现可操控的NPC交互。在两个Street Fighter游戏上评估显示,ReactiveGWM在保持精细玩家控制的同时,实现稳健且与提示对齐的策略遵循,为可扩展、策略丰富的NPC交互提供新路径。

原文摘要 · Abstract (English)

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.

游戏仿真交互生成零样本迁移

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