Paper notes

Diffusion Models Are Real-Time Game Engines

Dani Valevski, Yaniv Leviathan, Moab Arar, Shlomi Fruchter

First arXiv submission: · ICLR 2025

Presents GameNGen, a diffusion model that interactively simulates DOOM from previous frames and player actions.

Contribution and setting

Uses agent-collected gameplay, conditioning augmentation, and decoder fine-tuning to sustain autoregressive visual interaction.

Model output
The next rendered game frame.
Action interface
DOOM player actions.
State and memory
Conditioning on a sequence of recent frames and actions; continued play feeds generated frames back into the model.

Relationship to NeuralOS

Interactive-simulation background cited by NeuralOS; NeuralOS also refers to its perceptual-evaluation setup.

Source ↗

Scope and limitations

The simulator is trained and evaluated on DOOM.

Related terms: GameNGen, neural game engine, real-time simulation, diffusion renderer.

Cite this paper

ArXiv preprint

arXiv:2408.14837, initial submission 2024-08-27.

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