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