All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
Missing Paper Implementations:
- Proper FVD (Fréchet Video Distance) implementation with I3D model (
src/utils/fvd.py) - Human evaluation framework following paper's methodology (
src/utils/human_eval.py) - Multi-scenario training support for diverse DOOM maps (
src/environment/multi_scenario.py)
Developer Tools (scripts/):
download_models.py- Pre-download and verify all required modelsresume_training.py- Easy resume from checkpointsvisualize_data.py- Visualize recorded gameplay datacompare_models.py- Compare different checkpoint qualityexport_video.py- Batch export gameplay videosmonitor_training.py- Real-time training monitoring
Advanced Features (Beyond Paper):
- Text-conditioned game generation with CLIP (
src/diffusion/text_conditioning.py) - Image-based modding system for editing games (
src/diffusion/image_modding.py) - Hierarchical memory system for longer context (
src/diffusion/hierarchical_memory.py)
GitHub Infrastructure:
- CONTRIBUTING.md - Contribution guidelines
- GitHub Actions CI - Automated testing
- Issue templates (bug report, feature request)
- CHANGELOG.md - This file
- Reorganized repository into standard GitHub structure
- Moved configs to
configs/directory with clearer names - Moved tests to
tests/directory - Moved paper PDF to
paper/directory - Updated all import paths and references
- Cleaned root directory to 6 essential files
- Action-conditioned Stable Diffusion model (943M parameters)
- Training pipeline with noise augmentation
- Real-time inference (4-step DDIM, 20 FPS)
- PyTorch dataset for gameplay trajectories
- DQN agent implementation
- SimpleDinoEnv wrapper
- Training scripts
- Complete in 2-3 days
- ViZDoom environment wrapper
- PPO agent training
- DOOM reward function
- Complete in ~1 week
- Adafactor optimizer (paper's choice)
- Model distillation (1-step, 50 FPS)
- Decoder fine-tuning
- Comprehensive evaluation suite
- Complete in 3-4 weeks
- Professional README
- 12 comprehensive guides
- Command references
- Installation instructions
- 5,000+ lines of documentation
- Core component tests
- All tier verification
- CUDA/GPU validation
- Installation tests
- 3 tier-specific configs
- All hyperparameters documented
- Easy customization
- Noise augmentation for auto-regressive stability
- Velocity parameterization training
- Mixed precision (FP16) support
- Classifier-Free Guidance
- Auto-checkpointing and resume
- TensorBoard logging
- Comprehensive evaluation metrics (PSNR, LPIPS, SSIM)
- Interactive gameplay mode
- Video recording
First public release of complete GameNGen implementation.
Implements: "Diffusion Models Are Real-Time Game Engines" (ICLR 2025)
Status:
- Implementation: Complete
- Tests: All passing
- Documentation: Comprehensive
- Pretrained weights: Training in progress
What's Included:
- All 3 tiers fully implemented
- 12,000+ lines of production code
- Ready to train immediately
Coming Soon:
- Tier 1 weights (~3 days)
- Tier 2 weights (~1 week)
- Tier 3 weights (~4 weeks)
- Demo videos
- Pre-trained model weights for all tiers
- Demo videos and comparisons
- Jupyter notebook tutorials
- Web-based demo interface
- Additional game environments
- Multi-game universal model
- Longer context methods
- Docker support
- Text-to-game generation
- Image-based style transfer
- Real-world applications (robotics, driving)
- Improved architectures
See CONTRIBUTING.md for guidelines on how to contribute.
Open an issue or check the discussions.