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
Add README.md (model card, license, third-party IP notice)
Browse files
README.md
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| 1 |
+
---
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| 2 |
+
license: cc-by-nc-4.0
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| 3 |
+
language:
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| 4 |
+
- en
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| 5 |
+
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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| 15 |
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- behavior-cloning
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- diffusion
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+
---
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| 18 |
+
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| 19 |
+
# 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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| 22 |
+
<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/๐ค_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/๐ค_HuggingFace-Dataset-ffbd45.svg" alt="HuggingFace Dataset"></a>
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+
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+
## ๐ Models-Introduction
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| 27 |
+
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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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| 30 |
+
Player actions are injected as a lightweight additive bias into the
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| 31 |
+
diffusion backbone, while NPC behaviour is conditioned through dedicated
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| 32 |
+
cross-attention modules over a structured `Active_Behavior /
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| 33 |
+
Passive_Behavior / Strategy` prompt.
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| 34 |
+
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| 35 |
+
The weights here are trained on
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| 36 |
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[ReactiveGWM-Datasets](https://huggingface.co/datasets/INV-WZQ/ReactiveGWM-Datasets),
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| 37 |
+
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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| 50 |
+
| `ReactiveGWM_transfer.safetensors`| ReactiveGWM initialised from a vanilla checkpoint of Game 1 and transfer-trained on the strategy prompt. |
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| 51 |
+
| `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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| 52 |
+
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## ๐๏ธ Directory layout
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| 54 |
+
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```
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| 56 |
+
SF2/
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โโโ ReactiveGWM_base.safetensors
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โโโ ReactiveGWM_transfer.safetensors
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โโโ Vanilla.safetensors
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SF3/ (same layout)
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```
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+
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## ๐ฎ Conditioning interface
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| 64 |
+
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`ReactiveGWM_base` and `ReactiveGWM_transfer` expect **two parallel inputs**:
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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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`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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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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## ๐ค Acknowledgments
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| 90 |
+
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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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| 97 |
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thank the open-source community for their valuable contributions.
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+
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+
## ๐ Citation
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| 100 |
+
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| 101 |
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If you use these models, please cite:
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+
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| 103 |
+
```bibtex
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| 104 |
+
```
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| 105 |
+
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| 106 |
+
---
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| 107 |
+
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| 108 |
+
## โ๏ธ Copyright, IP, and licensing
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| 109 |
+
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| 110 |
+
**Read this before using the models.**
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| 111 |
+
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| 112 |
+
These models were trained on derivative material from two commercial
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| 113 |
+
video games whose copyright the model authors **do not own**:
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| 114 |
+
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| 115 |
+
- *Street Fighter II: Champion Edition* โ ยฉ **Capcom Co., Ltd.**
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| 116 |
+
- *Street Fighter III: New Generation* / *3rd Strike* โ ยฉ **Capcom Co., Ltd.**
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| 117 |
+
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| 118 |
+
All in-game visuals, character designs, sprites, backgrounds, audio, and
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| 119 |
+
game mechanics that the models can reproduce in their generated frames
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| 120 |
+
remain the **exclusive property of Capcom Co., Ltd.** No ownership over
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| 121 |
+
the underlying games is claimed or transferred by this release.
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| 122 |
+
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| 123 |
+
### What is and isn't licensed
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| 124 |
+
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| 125 |
+
The **CC BY-NC 4.0** license declared in the YAML header **applies only**
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| 126 |
+
to the contributions that are original to this release:
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| 127 |
+
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| 128 |
+
- the trained model weights in `SF2/*.safetensors` and `SF3/*.safetensors`,
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| 129 |
+
- 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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| 133 |
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designs, stages, UI, audio, and any other recognisable Capcom IP โ
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| 134 |
+
remains ยฉ Capcom Co., Ltd. and is **not** relicensed by this release.
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| 135 |
+
The weights are made available **solely under fair-use / fair-dealing
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| 136 |
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for non-commercial academic research** on game AI, world models, and
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| 137 |
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video understanding. CC BY-NC 4.0 does **not** grant you any right to
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| 138 |
+
the underlying Capcom IP. See the `LICENSE` and `NOTICE` files shipped
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| 139 |
+
alongside this README for the full statement.
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| 140 |
+
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| 141 |
+
### What you may NOT do
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| 142 |
+
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+
- Use the weights, generated outputs, or any model derived from them in
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| 144 |
+
a **commercial product**, including a game, a streaming service, or a
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| 145 |
+
paid API.
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| 146 |
+
- Use the models, or any further fine-tune of them, to **reproduce,
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| 147 |
+
recreate, clone, or compete with** Capcom's *Street Fighter* games or
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| 148 |
+
any other Capcom title.
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| 149 |
+
- Redistribute the weights bundled with **game ROMs**, BIOS files, or
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| 150 |
+
emulator binaries.
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| 151 |
+
- Claim ownership of, or relicense, any Capcom IP that the models
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| 152 |
+
reproduce in their outputs.
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| 153 |
+
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+
### What you should do
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| 155 |
+
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| 156 |
+
- Treat this as an **academic, non-commercial research artifact only**.
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| 157 |
+
- Cite both this model release *and* acknowledge Capcom as the copyright
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| 158 |
+
holder of the source games in any publication or release that uses it.
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| 159 |
+
- If you publish a downstream model or a generated-content release built
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| 160 |
+
on these weights, **carry forward the same non-commercial restriction
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| 161 |
+
and copyright notice**.
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| 162 |
+
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+
### ROMs
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| 164 |
+
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| 165 |
+
**No game ROMs are included in this repository, and none will be
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| 166 |
+
provided.** Reproducing the training data from the upstream generation
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| 167 |
+
code requires you to obtain legal copies of the original Street Fighter
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| 168 |
+
II (Genesis) and Street Fighter III (CPS3) ROMs yourself, in accordance
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| 169 |
+
with the laws of your jurisdiction.
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| 170 |
+
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### Takedown / DMCA
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| 172 |
+
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+
If you are a rights holder (in particular Capcom Co., Ltd. or an
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| 174 |
+
authorised representative) and believe these model weights or any
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| 175 |
+
content they reproduce infringes your rights, please contact
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| 176 |
+
**zeqing.wang@u.nus.edu** with a description of the material in
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| 177 |
+
question. The maintainer will respond and, where appropriate, remove
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| 178 |
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the contested content promptly.
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