--- license: mit tags: - world-model - diffusion - doom - game-engine - diamond --- # Diamond Doom Health Gathering v5.3 A diffusion-based world model trained on Doom Health Gathering maps with **zero entity persistence regression** through 490 effective epochs. ## Key Features - **69.8M parameter** EDM (Elucidated Diffusion Model) with AR4 autoregressive conditioning - **6-channel minimap conditioning**: disparity, walls, items top-down, items FOV, enemies top-down, enemies FOV - **Zero disappearances** across all persistence tests (items AND enemies) - **5-action space**: NOOP, FORWARD, TURN_LEFT, TURN_RIGHT, ATTACK - GameNGen noise augmentation (10 buckets, alpha_max=0.7) ## Training Data - 1400 episodes on 100 procedurally generated Health Gathering WADs - Unkillable DoomPlayers as enemies (100% visibility in non-combat episodes) - 42.5% combat, 42.5% normal (SF agent), 15% edge-case episodes - 723,800 total training steps ## Persistence Results | Epoch | Items Disappearances | Enemies Disappearances | Denoiser Loss | |-------|---------------------|----------------------|---------------| | 50 | 0 | 0 | 0.01123 | | 100 | 0 | 0 | 0.01069 | | 200 | 0 | 0 | 0.01011 | | 300 (this ckpt) | 0 | 0 | 0.00973 | ## Usage Controls: Z/UP=Forward, A/LEFT=Turn Left, R/RIGHT=Turn Right, SPACE=Attack ## Architecture Based on [DIAMOND](https://github.com/eloialonso/diamond) with minimap conditioning extensions. Architecturally equivalent to the Memory/Observation/Dynamics decomposition in [MultiGen](https://arxiv.org/abs/2603.06679) (Stanford/Google, 2026). ## Files - `agent_epoch_00300.pt` — Model checkpoint (267MB, effective epoch 490) - `config/` — Hydra configs for agent, env, and trainer - `data/v5_3_init/` — 3 initialization episodes with weapon + enemies