🔥 SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models
📅 Published on May 22
🔗 Links:
• GitHub: https://github.com/huggingface
• arXiv: https://arxiv.org/abs/2605.23345
• PDF: https://arxiv.org/pdf/2605.23345
• Project Page: https://z2tong.github.io/SCOPE/
🤖 Models citing this paper:
• https://huggingface.co/zizhaotong/SCOPE
📊 Datasets citing this paper:
• https://huggingface.co/datasets/zizhaotong/CrossFPS-train
• https://huggingface.co/datasets/zizhaotong/CrossFPS-val
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📢 By: https://xn--r1a.website/PaperNexus
#FirstPersonShooterGames #CrossGameOperations #PlayableEnvironments #VideoDiffusionModels #TransformerBlocks
💡 The paper introduces SCOPE, a method for simulating cross game operations in playable environments for first person shooter games. The problem addressed is that existing methods for interactive world models in FPS games struggle to handle high frequency overlapping control signals without disrupting unaffected regions. This is because they inject actions globally and are trained on single game titles, which fails under dense FPS inputs.
The proposed method conditions transformer blocks in video diffusion models to separate in scope from out of scope visual effects without requiring segmentation labels. This is achieved by inserting a conditioning module into each transformer block of a pre trained video diffusion model, which reshapes features into per pixel temporal sequences. This allows each position to compute its action response from local visual content, effectively separating in scope effects from out of scope generation.
The authors also introduce CrossFPS, a multi game FPS dataset with frame aligned action telemetry, comprising 69K clips from 7 titles with 10 degree of freedom controller signals. This dataset is curated to remove gameplay bias, allowing the model to learn general visual to action mappings rather than game specific patterns.
The results show that the SCOPE method enables strong action responsiveness, precise scope separation, and effective cross game generalization. The model is able to learn general visual to action mappings, which enables zero shot transfer to unseen scenes. This means that the model can be applied to new games without requiring additional training data, making it a significant contribution to the field of interactive world models for FPS games.
📅 Published on May 22
🔗 Links:
• GitHub: https://github.com/huggingface
• arXiv: https://arxiv.org/abs/2605.23345
• PDF: https://arxiv.org/pdf/2605.23345
• Project Page: https://z2tong.github.io/SCOPE/
🤖 Models citing this paper:
• https://huggingface.co/zizhaotong/SCOPE
📊 Datasets citing this paper:
• https://huggingface.co/datasets/zizhaotong/CrossFPS-train
• https://huggingface.co/datasets/zizhaotong/CrossFPS-val
━━━━━━━━━━━━━━━━━━━━━━━━
📢 By: https://xn--r1a.website/PaperNexus
#FirstPersonShooterGames #CrossGameOperations #PlayableEnvironments #VideoDiffusionModels #TransformerBlocks
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