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Diffusion Models Are Real-Time Game Engines
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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
- Single-frame teacher-forced prediction reaches PSNR 29.43 and LPIPS 0.249 on DOOM holdout data.
- Runs at 20 FPS with 4 DDIM steps on a single TPU-v5 (50 FPS with 1-step distilled model).
- Human raters chose the real game only 58-60% of the time on short clips and 50% (chance) on 3-second clips after 5-10 minutes of autoregressive play.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Increase the history context from 1 to 64 frames (ablation) | GameNGen · DOOM test trajectories | PSNR: 20.94 ± 0.044 -> 22.36 ± 0.033 | Helped |
| Increase the history context from 1 to 64 frames (ablation) | GameNGen · DOOM test trajectories | LPIPS: 0.358 ± 0.001 -> 0.295 ± 0.001 | Helped |
| Add noise augmentation to context frames during training (ablation) | GameNGen · DOOM autoregressive trajectories, up to 64 frames | PSNR | Helped |
| Add noise augmentation to context frames during training (ablation) | GameNGen · DOOM autoregressive trajectories, up to 64 frames | LPIPS | Helped |
| Train on agent-generated trajectories instead of random-policy trajectories (ablation) | GameNGen · Human-play DOOM trajectories, first generated frame | PSNR: 24.42 vs 25.06 | Helped |
| Train on agent-generated trajectories instead of random-policy trajectories (ablation) | GameNGen · Human-play DOOM trajectories, after 3 seconds autoregressive | PSNR: 16.84 vs 19.02 | Helped |
| Train on agent-generated trajectories instead of random-policy trajectories (ablation) | GameNGen · DOOM medium difficulty, after 3 seconds | PSNR: 16.50 ± 0.41 -> 20.21 ± 0.36 | Helped |
| Use 1 sampling step instead of 4 without distillation (ablation) | GameNGen · Sampling-step evaluation, DOOM | PSNR: 32.58 ± 0.108 -> 25.47 ± 0.098 | Hurt |
| Distill the model for single-step sampling (ablation) | GameNGen · Sampling-step evaluation, DOOM | PSNR: 25.47 ± 0.098 -> 31.10 ± 0.098 | Helped |
| Increase sampling steps from 4 to 8 (ablation) | GameNGen · Sampling-step evaluation, DOOM | PSNR: 32.58 ± 0.108 -> 32.55 ± 0.110 | No clear effect |
| Fine-tune the latent decoder instead of using the frozen Stable Diffusion decoder (ablation) | GameNGen · DOOM frame visual details and HUD text | visual fidelity | Helped |
| Condition past observations through cross-attention instead of latent-channel concatenation (ablation) | GameNGen · DOOM next-frame prediction | generation quality | No clear effect |
Surprising findings
- Only 4 DDIM sampling steps show no quality degradation relative to 20+ steps, while a single step degrades noticeably.
- Training on random-policy data works surprisingly well, though the RL agent gives gains in medium-difficulty areas.
Limitations
- Context limited to about 3 seconds (64 frames), so long-term memory relies on heuristics from screen pixels.
- Agent behavior differs from human players and does not explore all levels, causing erroneous behavior in unexplored areas.
- Cannot easily create new games; the approach is DOOM-specific except for the reward function.
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
Closest papers by meaning
- AAMDM: Accelerated Auto-regressive Motion Diffusion Model (CVPR 2024 · similarity 0.88)
- GameGen-X: Interactive Open-world Game Video Generation (ICLR 2025 · similarity 0.88)
- Diffusion for World Modeling: Visual Details Matter in Atari (NeurIPS 2024 · similarity 0.87)
- Learning Interactive Real-World Simulators (ICLR 2024 · similarity 0.86)
- GameVerse: Can Vision-Language Models Learn from Video-based Reflection? (ICML 2026 · similarity 0.86)
- Video2Game: Real-time Interactive Realistic and Browser-Compatible Environment from a Single Video (CVPR 2024 · similarity 0.85)
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