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Diffusion Models Are Real-Time Game Engines

ICLR 2025 · Video › Video generation · approach: World-model video generation · 5 citations (OpenAlex)

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Trains a PPO agent to play DOOM, then fine-tunes Stable Diffusion v1.4 as a action- and frame-conditioned next-frame predictor that runs as a real-time game engine at 20 FPS on one TPU.

Problem

Simulating complex interactive video games in real time with a neural model at high visual quality and stability over long autoregressive trajectories, without hand-written game logic.

Approach

Re-purpose a pretrained text-to-image diffusion model as an action-conditioned next-frame predictor trained on RL-agent gameplay logs, stabilized with noise augmentation of context frames and improved with latent decoder fine-tuning and few-step DDIM sampling.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Increase the history context from 1 to 64 frames (ablation)GameNGen · DOOM test trajectoriesPSNR: 20.94 ± 0.044 -> 22.36 ± 0.033Helped
Increase the history context from 1 to 64 frames (ablation)GameNGen · DOOM test trajectoriesLPIPS: 0.358 ± 0.001 -> 0.295 ± 0.001Helped
Add noise augmentation to context frames during training (ablation)GameNGen · DOOM autoregressive trajectories, up to 64 framesPSNRHelped
Add noise augmentation to context frames during training (ablation)GameNGen · DOOM autoregressive trajectories, up to 64 framesLPIPSHelped
Train on agent-generated trajectories instead of random-policy trajectories (ablation)GameNGen · Human-play DOOM trajectories, first generated framePSNR: 24.42 vs 25.06Helped
Train on agent-generated trajectories instead of random-policy trajectories (ablation)GameNGen · Human-play DOOM trajectories, after 3 seconds autoregressivePSNR: 16.84 vs 19.02Helped
Train on agent-generated trajectories instead of random-policy trajectories (ablation)GameNGen · DOOM medium difficulty, after 3 secondsPSNR: 16.50 ± 0.41 -> 20.21 ± 0.36Helped
Use 1 sampling step instead of 4 without distillation (ablation)GameNGen · Sampling-step evaluation, DOOMPSNR: 32.58 ± 0.108 -> 25.47 ± 0.098Hurt
Distill the model for single-step sampling (ablation)GameNGen · Sampling-step evaluation, DOOMPSNR: 25.47 ± 0.098 -> 31.10 ± 0.098Helped
Increase sampling steps from 4 to 8 (ablation)GameNGen · Sampling-step evaluation, DOOMPSNR: 32.58 ± 0.108 -> 32.55 ± 0.110No clear effect
Fine-tune the latent decoder instead of using the frozen Stable Diffusion decoder (ablation)GameNGen · DOOM frame visual details and HUD textvisual fidelityHelped
Condition past observations through cross-attention instead of latent-channel concatenation (ablation)GameNGen · DOOM next-frame predictiongeneration qualityNo clear effect

Surprising findings

Limitations

Experimental setup

Datasets: ViZDoom DOOM agent trajectories (recorded during PPO training) human-play holdout trajectories from 5 levels Chrome Dino DQN episodes

Benchmarks: DOOM next-frame prediction holdout (2048 trajectories, 5 levels) FVD on 16/32-frame clips (512 trajectories) human rater side-by-side discrimination

Metrics: PSNR LPIPS FVD human recognition accuracy

Baselines: World Models GameGAN DIAMOND

Builds on: Stable Diffusion PPO classifier-free guidance DDIM progressive distillation

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