Text-to-Video
Diffusers
English
video
image-to-video
world-model
game-world-model
fighting-game
street-fighter
behavior-cloning
diffusion
Instructions to use INV-WZQ/ReactiveGWM-Models with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Diffusers
How to use INV-WZQ/ReactiveGWM-Models with Diffusers:
pip install -U diffusers transformers accelerate
import torch from diffusers import DiffusionPipeline # switch to "mps" for apple devices pipe = DiffusionPipeline.from_pretrained("INV-WZQ/ReactiveGWM-Models", dtype=torch.bfloat16, device_map="cuda") prompt = "Astronaut in a jungle, cold color palette, muted colors, detailed, 8k" image = pipe(prompt).images[0] - Notebooks
- Google Colab
- Kaggle
| license: cc-by-nc-4.0 | |
| language: | |
| - en | |
| pretty_name: ReactiveGWM-Models (SF2 / SF3) | |
| library_name: diffusers | |
| pipeline_tag: text-to-video | |
| tags: | |
| - video | |
| - image-to-video | |
| - world-model | |
| - game-world-model | |
| - fighting-game | |
| - street-fighter | |
| - behavior-cloning | |
| - diffusion | |
| # ReactiveGWM-Models: Reactive Game World Models for Street Fighter | |
| <a href="https://inv-wzq.github.io/ReactiveGWM/"><img src="https://img.shields.io/badge/Web-Project Page-1d72b8.svg" alt="Project Page"></a> | |
| <a href="http://arxiv.org/abs/2605.15256"><img src="https://img.shields.io/badge/arXiv-ReactiveGWM-A42C25.svg" alt="arXiv"></a> | |
| <a href="https://github.com/INV-WZQ/ReactiveGWM"><img src="https://img.shields.io/badge/GitHub-Code-181717.svg?logo=github" alt="GitHub"></a> | |
| <a href="https://huggingface.co/INV-WZQ/ReactiveGWM-Models"><img src="https://img.shields.io/badge/๐ค_HuggingFace-Model-ffbd45.svg" alt="HuggingFace Model"></a> | |
| <a href="https://huggingface.co/datasets/INV-WZQ/ReactiveGWM-Datasets"><img src="https://img.shields.io/badge/๐ค_HuggingFace-Dataset-ffbd45.svg" alt="HuggingFace Dataset"></a> | |
| ## ๐ Models-Introduction | |
| **ReactiveGWM-Models** is the model release accompanying **ReactiveGWM**, a | |
| game world model that decouples *player control* from *NPC autonomy*. | |
| Player actions are injected as a lightweight additive bias into the | |
| diffusion backbone, while NPC behaviour is conditioned through dedicated | |
| cross-attention modules over a structured `Active_Behavior / | |
| Passive_Behavior / Strategy` prompt. | |
| The weights here are trained on | |
| [ReactiveGWM-Datasets](https://huggingface.co/datasets/INV-WZQ/ReactiveGWM-Datasets), | |
| which provides 5-second strategy-aligned rollouts on two classic Capcom | |
| fighting games: | |
| | Subset | Game (platform) | | |
| |--------|--------------------------------------------------------| | |
| | `SF2` | Street Fighter II: Champion Edition (Sega Genesis) | | |
| | `SF3` | Street Fighter III: New Generation / 3rd Strike (CPS3) | | |
| For each game we release three checkpoints, all stored as `.safetensors`: | |
| | File | Role | | |
| |-----------------------------------|-----------------------------------------------------------------------------------------------| | |
| | `ReactiveGWM_base.safetensors` | Full ReactiveGWM trained from scratch on the structured strategy prompt + per-frame actions. | | |
| | `ReactiveGWM_transfer.safetensors`| ReactiveGWM initialised from a vanilla checkpoint of Game 1 and transfer-trained on the strategy prompt. | | |
| | `Vanilla.safetensors` | Vanilla world model baseline trained on the same clips with the free-form narration prompt (no NPC strategy decoupling). | | |
| ## ๐๏ธ Directory layout | |
| ``` | |
| SF2/ | |
| โโโ ReactiveGWM_base.safetensors | |
| โโโ ReactiveGWM_transfer.safetensors | |
| โโโ Vanilla.safetensors | |
| SF3/ (same layout) | |
| ``` | |
| ## ๐ฎ Conditioning interface | |
| `ReactiveGWM_base` and `ReactiveGWM_transfer` expect **two parallel inputs**: | |
| 1. **Structured NPC prompt**, with the same shape used in the dataset's | |
| `metadata.csv`: | |
| ``` | |
| NPC: Active_Behavior(<move>: <desc>; ...), | |
| Passive_Behavior(<move>: <desc>; ...), | |
| Strategy(Offense | Control | Defense : <desc>) | |
| ``` | |
| 2. **Per-frame controller state** for both players (buttons + d-pad), | |
| aligned 1-to-1 with the output frames โ the same schema as | |
| `actions.parquet` in the dataset. This stream is injected as a | |
| lightweight additive bias into the diffusion backbone. | |
| `Vanilla.safetensors` instead consumes a **free-form English narration** | |
| in the style of `metadata_vanilla.csv`, and serves as the text-to-video | |
| baseline for ablations. | |
| Inference / training code, configs, and the data-generation pipeline live | |
| in a separate code release and are **not** distributed in this | |
| repository. | |
| ## ๐ค Acknowledgments | |
| Training data was recorded with the | |
| [stable-retro](https://github.com/Farama-Foundation/stable-retro) framework | |
| (SF3 via a CPS-3 custom integration on top of FBNeo). NPC strategy | |
| annotations were produced by | |
| [Gemini](https://deepmind.google/technologies/gemini/). The Street Fighter | |
| games themselves are ยฉ Capcom Co., Ltd.; see the IP notice below. We | |
| thank the open-source community for their valuable contributions. | |
| ## ๐ Citation | |
| If you use these models, please cite: | |
| ```bibtex | |
| @misc{wang2026reactivegwmsteeringnpcreactive, | |
| title={ReactiveGWM: Steering NPC in Reactive Game World Models}, | |
| author={Zeqing Wang and Danze Chen and Zhaohu Xing and Zizhao Tong and Yinhan Zhang and Xingyi Yang and Yeying Jin}, | |
| year={2026}, | |
| eprint={2605.15256}, | |
| archivePrefix={arXiv}, | |
| primaryClass={cs.CV}, | |
| url={https://arxiv.org/abs/2605.15256}, | |
| } | |
| ``` | |
| --- | |
| ## โ๏ธ Copyright, IP, and licensing | |
| **Read this before using the models.** | |
| These models were trained on derivative material from two commercial | |
| video games whose copyright the model authors **do not own**: | |
| - *Street Fighter II: Champion Edition* โ ยฉ **Capcom Co., Ltd.** | |
| - *Street Fighter III: New Generation* / *3rd Strike* โ ยฉ **Capcom Co., Ltd.** | |
| All in-game visuals, character designs, sprites, backgrounds, audio, and | |
| game mechanics that the models can reproduce in their generated frames | |
| remain the **exclusive property of Capcom Co., Ltd.** No ownership over | |
| the underlying games is claimed or transferred by this release. | |
| ### What is and isn't licensed | |
| The **CC BY-NC 4.0** license declared in the YAML header **applies only** | |
| to the contributions that are original to this release: | |
| - the trained model weights in `SF2/*.safetensors` and `SF3/*.safetensors`, | |
| - the model architecture, training recipe choices, and accompanying | |
| documentation. | |
| The **visual content these models can synthesise** โ sprites, character | |
| designs, stages, UI, audio, and any other recognisable Capcom IP โ | |
| remains ยฉ Capcom Co., Ltd. and is **not** relicensed by this release. | |
| The weights are made available **solely under fair-use / fair-dealing | |
| for non-commercial academic research** on game AI, world models, and | |
| video understanding. CC BY-NC 4.0 does **not** grant you any right to | |
| the underlying Capcom IP. See the `LICENSE` and `NOTICE` files shipped | |
| alongside this README for the full statement. | |
| ### What you may NOT do | |
| - Use the weights, generated outputs, or any model derived from them in | |
| a **commercial product**, including a game, a streaming service, or a | |
| paid API. | |
| - Use the models, or any further fine-tune of them, to **reproduce, | |
| recreate, clone, or compete with** Capcom's *Street Fighter* games or | |
| any other Capcom title. | |
| - Redistribute the weights bundled with **game ROMs**, BIOS files, or | |
| emulator binaries. | |
| - Claim ownership of, or relicense, any Capcom IP that the models | |
| reproduce in their outputs. | |
| ### What you should do | |
| - Treat this as an **academic, non-commercial research artifact only**. | |
| - Cite both this model release *and* acknowledge Capcom as the copyright | |
| holder of the source games in any publication or release that uses it. | |
| - If you publish a downstream model or a generated-content release built | |
| on these weights, **carry forward the same non-commercial restriction | |
| and copyright notice**. | |
| ### ROMs | |
| **No game ROMs are included in this repository, and none will be | |
| provided.** Reproducing the training data from the upstream generation | |
| code requires you to obtain legal copies of the original Street Fighter | |
| II (Genesis) and Street Fighter III (CPS3) ROMs yourself, in accordance | |
| with the laws of your jurisdiction. | |
| ### Takedown / DMCA | |
| If you are a rights holder (in particular Capcom Co., Ltd. or an | |
| authorised representative) and believe these model weights or any | |
| content they reproduce infringes your rights, please contact | |
| **zeqing.wang@u.nus.edu** with a description of the material in | |
| question. The maintainer will respond and, where appropriate, remove | |
| the contested content promptly. | |