# Diffusion Models Are Real-Time Game Engines Authors: Dani Valevski, Yaniv Leviathan, Moab Arar, Shlomi Fruchter. Presents GameNGen, a diffusion model that interactively simulates DOOM from previous frames and player actions. First public: 2024-08-27. ArXiv initial submission: 2024-08-27. [Original paper](https://arxiv.org/abs/2408.14837) · [Reading-list entry](https://neural-os.com/reading-list/papers/2408.14837/) [Preprint BibTeX](https://neural-os.com/reading-list/papers/2408.14837/citation.bib) · [Preprint CSL-JSON](https://neural-os.com/reading-list/papers/2408.14837/citation.csl.json) · [JSON record](https://neural-os.com/reading-list/papers/2408.14837/record.json) **Contribution:** 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. **Scope and limitations:** The simulator is trained and evaluated on DOOM. [Relationship source](https://arxiv.org/html/2507.08800v2) Related terms: GameNGen, neural game engine, real-time simulation, diffusion renderer. ## Approaches - [Interactive learned environments](https://neural-os.com/reading-list/guides/games-to-computers/): Learn how an environment changes after actions, then generate observations during continued interaction. Compare visual fidelity, control interfaces, memory, and the reliability of repeated predictions. Reading-list version 1.0.1; literature checked through 2026-10-19.