# Adapting a World Model for Trajectory Following in a 3D Game

arXiv: https://arxiv.org/abs/2504.12299 · HTML: https://mlsanity.com/paper/2504.12299/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Placed in Video-generation world models and simulators, one of 11 directions in World models.
- Builds on 20 of its 30 references that are in the map.
- First posted on arXiv 16 Apr 2025.

## Placed in

- World models / [Video-generation world models and simulators](https://mlsanity.com/wm/video-generation-world-models-and-simulators/)
- Offline RL and imitation learning from data / [Imitation learning methods](https://mlsanity.com/offlinerl/imitation-learning-methods/)

## Builds on (most cited first, 20 of 20)

- [DINOv2: Learning Robust Visual Features without Supervision](https://mlsanity.com/paper/2304.07193/) (2023)
- [A ConvNet for the 2020s](https://mlsanity.com/paper/2201.03545/) (2022)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Recurrent World Models Facilitate Policy Evolution](https://mlsanity.com/paper/1809.01999/) (2018)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Behavioral Cloning from Observation](https://mlsanity.com/paper/1805.01954/) (2018)
- [Implicit Behavioral Cloning](https://mlsanity.com/paper/2109.00137/) (2021)
- [Transformers are Sample-Efficient World Models](https://mlsanity.com/paper/2209.00588/) (2022)
- [Diffusion for World Modeling: Visual Details Matter in Atari](https://mlsanity.com/paper/2405.12399/) (2024)
- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [Imitating Human Behaviour with Diffusion Models](https://mlsanity.com/paper/2301.10677/) (2023)
- [Counter-Strike Deathmatch with Large-Scale Behavioural Cloning](https://mlsanity.com/paper/2104.04258/) (2021)
- [Imitation Learning from Observations by Minimizing Inverse Dynamics Disagreement](https://mlsanity.com/paper/1910.04417/) (2019)
- [Guaranteed Discovery of Control-Endogenous Latent States with Multi-Step Inverse Models](https://mlsanity.com/paper/2207.08229/) (2022)
- [Planning from Pixels using Inverse Dynamics Models](https://mlsanity.com/paper/2012.02419/) (2020)
- [RIDM: Reinforced Inverse Dynamics Modeling for Learning from a Single Observed Demonstration](https://mlsanity.com/paper/1906.07372/) (2019)
- [Benchmarking End-to-End Behavioural Cloning on Video Games](https://mlsanity.com/paper/2004.00981/) (2020)
- [Learning General World Models in a Handful of Reward-Free Deployments](https://mlsanity.com/paper/2210.12719/) (2022)
- [Aligning Agents like Large Language Models](https://mlsanity.com/paper/2406.04208/) (2024)

## Built on by (most cited first, 5 of 5)

- [Reinforcement Learning with Inverse Rewards for World Model Post-training](https://mlsanity.com/paper/2509.23958/) (2025)
- [AirScape: An Aerial Generative World Model with Motion Controllability](https://mlsanity.com/paper/2507.08885/) (2025)
- [D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI](https://mlsanity.com/paper/2510.05684/) (2025)
- [When Does Predictive Inverse Dynamics Outperform Behavior Cloning?](https://mlsanity.com/paper/2601.21718/) (2026)
- [Adapting Vision-Language Models for Evaluating World Models](https://mlsanity.com/paper/2506.17967/) (2025)

## Abstract (arXiv)

Imitation learning is a powerful tool for training agents by leveraging expert knowledge, and being able to replicate a given trajectory is an integral part of it. In complex environments, like modern 3D video games, distribution shift and stochasticity necessitate robust approaches beyond simple action replay. In this study, we apply Inverse Dynamics Models (IDM) with different encoders and policy heads to trajectory following in a modern 3D video game -- Bleeding Edge. Additionally, we investigate several future alignment strategies that address the distribution shift caused by the aleatoric uncertainty and imperfections of the agent. We measure both the trajectory deviation distance and the first significant deviation point between the reference and the agent's trajectory and show that the optimal configuration depends on the chosen setting. Our results show that in a diverse data setting, a GPT-style policy head with an encoder trained from scratch performs the best, DINOv2 encoder with the GPT-style policy head gives the best results in the low data regime, and both GPT-style and MLP-style policy heads had comparable results when pre-trained on a diverse setting and fine-tuned for a specific behaviour setting.
