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English(EN) SCOPE: Simulating Cross-game Operations in Playable Environments for FPS World Models

SCOPE 模型可在无分割的情况下实现本地化 FPS 游戏控制

研究人员开发了 SCOPE,一种在第一人称射击 (FPS) 游戏中创建交互式世界模型的新方法。SCOPE 在视频扩散模型中使用条件模块,能够实现精确的、本地化的动作响应,区分范围内的武器效果和范围外的环境生成,而无需分割标签。该方法使用新发布的 CrossFPS 数据集进行了测试,该数据集包含来自七个不同 FPS 游戏的广泛动作遥测数据,证明了有效的跨游戏泛化能力。 AI

影响 在复杂视频游戏环境中实现更精确、更具泛化性的 AI 控制。

排序理由 该集群描述了一篇关于用于 FPS 游戏交互的新模型和数据集的详细研究论文。

在 Hugging Face Daily Papers 阅读 →

AI 生成摘要 · Google Gemini · 来自 3 个来源。 我们如何撰写摘要 →

SCOPE 模型可在无分割的情况下实现本地化 FPS 游戏控制

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报道来源 [3]

  1. Hugging Face Daily Papers TIER_1 English(EN) ·

    SCOPE:在可玩环境中模拟 FPS 世界模型中的跨游戏操作

    SCOPE enables precise action response in FPS games by conditioning transformer blocks in video diffusion models to separate in-scope from out-of-scope visual effects without segmentation labels.

  2. arXiv cs.CV TIER_1 English(EN) · Zizhao Tong, Hongfeng Lai, Zeqing Wang, Zhaohu Xing, Kexu Cheng, Haoran Xu, Zhao Pu, Shangwen Zhu, Ruili Feng, Jian Zhao, Yan Zhang, Hao Tang, Yeying Jin, Ling Shao ·

    SCOPE:在可玩环境中模拟 FPS 世界模型中的跨游戏操作

    arXiv:2605.23345v1 Announce Type: new Abstract: Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single…

  3. arXiv cs.CV TIER_1 English(EN) · Ling Shao ·

    SCOPE:在可玩环境中模拟 FPS 世界模型中的跨游戏操作

    Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles, failing under dense FPS inputs. We obse…