# COMBAT: Conditional World Models for Behavioral Agent Training

arXiv: https://arxiv.org/abs/2603.00825 · HTML: https://mlsanity.com/paper/2603.00825/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Placed in Latent dynamics models and model-based RL, one of 11 directions in World models.
- Builds on 21 of its 24 references that are in the map.
- First posted on arXiv 28 Feb 2026.

## Placed in

- World models / [Latent dynamics models and model-based RL](https://mlsanity.com/wm/latent-dynamics-models-and-model-based-rl/)
- Diffusion models / [Diffusion and flow policies for robotics](https://mlsanity.com/diffusion/diffusion-and-flow-policies-for-robotics/)

## Builds on (most cited first, 21 of 21)

- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Scalable Diffusion Models with Transformers](https://mlsanity.com/paper/2212.09748/) (2022)
- [RoFormer: Enhanced Transformer with Rotary Position Embedding](https://mlsanity.com/paper/2104.09864/) (2021)
- [Zero-Shot Text-to-Image Generation](https://mlsanity.com/paper/2102.12092/) (2021)
- [Longformer: The Long-Document Transformer](https://mlsanity.com/paper/2004.05150/) (2020)
- [Stable Video Diffusion: Scaling Latent Video Diffusion Models to Large Datasets](https://mlsanity.com/paper/2311.15127/) (2023)
- [CogVideoX: Text-to-Video Diffusion Models with An Expert Transformer](https://mlsanity.com/paper/2408.06072/) (2024)
- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [AnimateDiff: Animate Your Personalized Text-to-Image Diffusion Models without Specific Tuning](https://mlsanity.com/paper/2307.04725/) (2023)
- [Improved Distribution Matching Distillation for Fast Image Synthesis](https://mlsanity.com/paper/2405.14867/) (2024)
- [Self Forcing: Bridging the Train-Test Gap in Autoregressive Video Diffusion](https://mlsanity.com/paper/2506.08009/) (2025)
- [Learning Interactive Real-World Simulators](https://mlsanity.com/paper/2310.06114/) (2023)
- [From Slow Bidirectional to Fast Autoregressive Video Diffusion Models](https://mlsanity.com/paper/2412.07772/) (2024)
- [Photorealistic Video Generation with Diffusion Models](https://mlsanity.com/paper/2312.06662/) (2023)
- [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)
- [Deep Compression Autoencoder for Efficient High-Resolution Diffusion Models](https://mlsanity.com/paper/2410.10733/) (2024)
- [GANs Trained by a Two Time-Scale Update Rule Converge to a Local Nash Equilibrium](https://mlsanity.com/paper/1706.08500/) (2017)
- [Flex Attention: A Programming Model for Generating Optimized Attention Kernels](https://mlsanity.com/paper/2412.05496/) (2024)
- [GameGen-X: Interactive Open-world Game Video Generation](https://mlsanity.com/paper/2411.00769/) (2024)
- [Learning to Simulate Dynamic Environments with GameGAN](https://mlsanity.com/paper/2005.12126/) (2020)

## Built on by (most cited first, 3 of 3)

- [Incantation: Natural Language as the Action Interface for Multi-Entity Video World Models](https://mlsanity.com/paper/2605.18601/) (2026)
- [Valerant: An Automatic Navigable Game Map Generator via Action-Conditioned World Model Exploration](https://mlsanity.com/paper/2609.09418/) (2026)
- [Waypoint-1.5: A Real-Time Video World Model for Consumer Hardware](https://mlsanity.com/paper/2609.37107/) (2026)

## Abstract (arXiv)

Recent advances in video generation have spurred the development of world models capable of simulating 3D-consistent environments and interactions with static objects. However, a significant limitation remains in their ability to model dynamic, reactive agents that can intelligently influence and interact with the world. To address this gap, we introduce COMBAT, a real-time, action-controlled world model trained on the complex 1v1 fighting game Tekken 3. Our work demonstrates that diffusion models can successfully simulate a dynamic opponent that reacts to player actions, learning its behavior implicitly. Our approach utilizes a 1.2 billion parameter Diffusion Transformer, conditioned on latent representations from a deep compression autoencoder. We employ state-of-the-art techniques, including causal distillation and diffusion forcing, to achieve real-time inference. Crucially, we observe the emergence of sophisticated agent behavior by training the model solely on single-player inputs, without any explicit supervision for the opponent's policy. Unlike traditional imitation learning methods, which require complete action labels, COMBAT learns effectively from partially observed data to generate responsive behaviors for a controllable Player 1. We present an extensive study and introduce novel evaluation methods to benchmark this emergent agent behavior, establishing a strong foundation for training interactive agents within diffusion-based world models.
