By using this site, you agree to the Privacy Policy and Terms of Use.
Accept
World of SoftwareWorld of SoftwareWorld of Software
  • News
  • Software
  • Mobile
  • Computing
  • Gaming
  • Videos
  • More
    • Gadget
    • Web Stories
    • Trending
    • Press Release
Search
  • Privacy
  • Terms
  • Advertise
  • Contact
Copyright © All Rights Reserved. World of Software.
Reading: Researchers Push Real-Time AI Game Simulation Beyond Traditional Engines | HackerNoon
Share
Sign In
Notification Show More
Font ResizerAa
World of SoftwareWorld of Software
Font ResizerAa
  • Software
  • Mobile
  • Computing
  • Gadget
  • Gaming
  • Videos
Search
  • News
  • Software
  • Mobile
  • Computing
  • Gaming
  • Videos
  • More
    • Gadget
    • Web Stories
    • Trending
    • Press Release
Have an existing account? Sign In
Follow US
  • Privacy
  • Terms
  • Advertise
  • Contact
Copyright © All Rights Reserved. World of Software.
World of Software > Computing > Researchers Push Real-Time AI Game Simulation Beyond Traditional Engines | HackerNoon
Computing

Researchers Push Real-Time AI Game Simulation Beyond Traditional Engines | HackerNoon

News Room
Last updated: 2026/01/29 at 12:48 PM
News Room Published 29 January 2026
Share
Researchers Push Real-Time AI Game Simulation Beyond Traditional Engines | HackerNoon
SHARE

Table of Links

ABSTRACT

1 INTRODUCTION

2 INTERACTIVE WORLD SIMULATION

3 GAMENGEN

3.1 DATA COLLECTION VIA AGENT PLAY

3.2 TRAINING THE GENERATIVE DIFFUSION MODEL

4 EXPERIMENTAL SETUP

4.1 AGENT TRAINING

4.2 GENERATIVE MODEL TRAINING

5 RESULTS

5.1 SIMULATION QUALITY

5.2 ABLATIONS

6 RELATED WORK

7 DISCUSSION, ACKNOWLEDGEMENTS AND REFERENCES

6 RELATED WORK

Interactive 3D Simulation Simulating visual and physical processes of 2D and 3D environments and allowing interactive exploration of them is an extensively developed field in computer graphics (Akenine-Mller et al., 2018). Game Engines, such as Unreal and Unity, are software that processes

representations of scene geometry and renders a stream of images in response to user interactions. The game engine is responsible for keeping track of all world state, e.g. the player position and movement, objects, character animation and lighting. It also tracks the game logic, e.g. points gained by accomplishing game objectives. Film and television productions use variants of raytracing (Shirley & Morley, 2008), which are too slow and compute-intensive for real time applications. In contrast, game engines must keep a very high frame rate (typically 30-60 FPS), and therefore rely on highly-optimized polygon rasterization, often accelerated by GPUs. Physical effects such as shadows, particles and lighting are often implemented using efficient heuristics rather than physically accurate simulation.

Neural 3D Simulation Neural methods for reconstructing 3D representations have made significant advances over the last years. NeRFs (Mildenhall et al., 2020) parameterize radiance fields using a deep neural network that is specifically optimized for a given scene from a set of images taken from various camera poses. Once trained, novel point of views of the scene can be sampled using volume rendering methods. Gaussian Splatting (Kerbl et al., 2023) approaches build on NeRFs but represent scenes using 3D Gaussians and adapted rasterization methods, unlocking faster training and rendering times. While demonstrating impressive reconstruction results and real-time interactivity, these methods are often limited to static scenes.

Video Diffusion Models Diffusion models achieved state-of-the-art results in text-to-image generation (Saharia et al., 2022; Rombach et al., 2022; Ramesh et al., 2022; Podell et al., 2023), a line of work that has also been applied for text-to-video generation tasks (Ho et al., 2022; Blattmann et al., 2023b;a; Gupta et al., 2023; Girdhar et al., 2023; Bar-Tal et al., 2024). Despite impressive advancement in realism, text adherence and temporal consistency, video diffusion models remain too slow for real-time applications. Our work extends this line of work and adapts it for real-time generation conditioned auto regressively on a history of past observations and actions.

Game Simulation and World Models Several works attempted to train models for game simulation with actions inputs. Yang et al. (2023) build a diverse dataset of real-world and simulated videos and train a diffusion model to predict a continuation video given a previous video segment and a textual description of an action. Menapace et al. (2021) and Bruce et al. (2024) focus on unsupervised learning of actions from videos. Menapace et al. (2024) converts textual prompts to game states, which are later converted to a 3D representation using NeRF. Unlike these works, we focus on interactive playable real-time simulation, and demonstrate robustness over long-horizon trajectories. We leverage an RL agent to explore the game environment and create rollouts of observations and interactions for training our interactive game model.

Another line of work explored learning a predictive model of the environment and using it for training an RL agent. Ha & Schmidhuber (2018) train a Variational Auto-Encoder (Kingma & Welling, 2014) to encode game frames into a latent vector, and then use an RNN to mimic the VizDoom game environment, training on random rollouts from a random policy (i.e. selecting an action at random). Then controller policy is learned by playing within the “hallucinated” environment. Hafner et al. (2020) demonstrate that an RL agent can be trained entirely on episodes generated by a learned world model in latent space. Also close to our work is Kim et al. (2020), that use an LSTM architecture for modeling the world state, coupled with a convolutional decoder for producing output frames and jointly trained under an adversarial objective.

While this approach seems to produce reasonable results for simple games like PacMan, it struggles with simulating the complex environment of VizDoom and produces blurry samples. In contrast, GameNGen is able to generate samples comparable to those of the original game, see Figure 2. Finally, concurrently with our work, Alonso et al. (2024) train a diffusion world model to predict the next observation given observation history, and iteratively train the world model and an RL model on Atari games.

DOOM When DOOM released in 1993 it revolutionized the gaming industry. Introducing groundbreaking 3D graphics technology, it became a cornerstone of the first-person shooter genre, influencing countless other games. DOOM was studied by numerous research works. It provides an open-source implementation and a native resolution that is low enough for small sized models to simulate, while being complex enough to be a challenging test case. Finally, the authors have spent countless youth hours with the game. It was a trivial choice to use it in this work.

:::info
Authors:

  1. Dani Valevski
  2. Yaniv Leviathan
  3. Moab Arar
  4. Shlomi Fruchter

:::

:::info
This paper is available on arxiv under CC by 4.0 Deed (Attribution 4.0 International) license.

:::

Sign Up For Daily Newsletter

Be keep up! Get the latest breaking news delivered straight to your inbox.
By signing up, you agree to our Terms of Use and acknowledge the data practices in our Privacy Policy. You may unsubscribe at any time.
Share This Article
Facebook Twitter Email Print
Share
What do you think?
Love0
Sad0
Happy0
Sleepy0
Angry0
Dead0
Wink0
Previous Article Samsung’s ‘Wide Fold’ phone could come out this summer to compete with iPhone Fold Samsung’s ‘Wide Fold’ phone could come out this summer to compete with iPhone Fold
Next Article Samsung’s new colour e-paper display is made from… plankton? Samsung’s new colour e-paper display is made from… plankton?
Leave a comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Stay Connected

248.1k Like
69.1k Follow
134k Pin
54.3k Follow

Latest News

The “Proof Library” Trick That Gets Founders Covered in an AI-Saturated Year | HackerNoon
The “Proof Library” Trick That Gets Founders Covered in an AI-Saturated Year | HackerNoon
Computing
Unlock the Secret to Amazing iPhone Photography
News
Keep It Clean With 40% Off the Roborock Vacuum and Mop in Today’s Deals
Keep It Clean With 40% Off the Roborock Vacuum and Mop in Today’s Deals
News
From Forecasting to BI: Inside Shravanthi Ashwin Kumar’s Data-Driven Finance Playbook | HackerNoon
From Forecasting to BI: Inside Shravanthi Ashwin Kumar’s Data-Driven Finance Playbook | HackerNoon
Computing

You Might also Like

The “Proof Library” Trick That Gets Founders Covered in an AI-Saturated Year | HackerNoon
Computing

The “Proof Library” Trick That Gets Founders Covered in an AI-Saturated Year | HackerNoon

8 Min Read
From Forecasting to BI: Inside Shravanthi Ashwin Kumar’s Data-Driven Finance Playbook | HackerNoon
Computing

From Forecasting to BI: Inside Shravanthi Ashwin Kumar’s Data-Driven Finance Playbook | HackerNoon

9 Min Read
Interlune brings in fresh funding to keep its mission to mine the moon moving forward
Computing

Interlune brings in fresh funding to keep its mission to mine the moon moving forward

3 Min Read
Top 10+ Free and Paid Social Media Analytics Tools
Computing

Top 10+ Free and Paid Social Media Analytics Tools

18 Min Read
//

World of Software is your one-stop website for the latest tech news and updates, follow us now to get the news that matters to you.

Quick Link

  • Privacy Policy
  • Terms of use
  • Advertise
  • Contact

Topics

  • Computing
  • Software
  • Press Release
  • Trending

Sign Up for Our Newsletter

Subscribe to our newsletter to get our newest articles instantly!

World of SoftwareWorld of Software
Follow US
Copyright © All Rights Reserved. World of Software.
Welcome Back!

Sign in to your account

Lost your password?