DIAMOND

Local Atari and CS:GO diffusion world models with shared inference components.
DIAMOND predicts game frames from recent observations and actions. WorldFoundry supports the released Atari agents and CS:GO denoiser plus spatial upsampler, reusing the same UNet blocks and EDM sampler.

Run locally
Stage the relevant files from eloialonso/diamond. Runtime downloads are disabled. Atari requires its game checkpoint, the two atari_100k/config files, the packaged runtime config and an installed Atari environment/ROM. CS:GO requires csgo/model/csgo.pt, csgo/config/agent/csgo.yaml, and a released spawn directory containing low_res.npy, full_res.npy, and act.npy.
from worldfoundry.pipelines.world_model.pipeline_runtime_manifest import (
DIAMONDPipeline, DIAMONDCsgoPipeline,
)
atari = DIAMONDPipeline.from_pretrained(
pretrained=True, pretrained_game="Pong",
pretrained_dir="/path/to/eloialonso--diamond", device="cuda",
)
atari(execute=True, headless_steps=100, num_steps_initial_collect=200,
fps=15, output_path="pong.mp4")
csgo = DIAMONDCsgoPipeline.from_pretrained(
pretrained_dir="/path/to/eloialonso--diamond", device="cuda",
)
csgo(execute=True, spawn_id=0, action="forward", headless_steps=24,
sampler="higher_quality", seed=42, fps=16, output_path="csgo.mp4")DIAMONDPipeline.from_pretrained(variant="csgo", ...) provides the same CS:GO runtime. The diamond-csgo binding selects DIAMONDCsgoPipeline directly. prompt, image and video are not required: Atari collects real observations for initialization; CS:GO starts from the supplied spawn history.
CS:GO named actions are idle, forward, backward, left, right, jump, turn-left, and turn-right. Alternatively, pass actions_path to a JSON or NPY array of shape [headless_steps, 51] in the official multi-hot layout: 11 keyboard bits, two click bits, 23 mouse-X bins, and 15 mouse-Y bins. Exactly one bin on each mouse axis must be active. An explicit action file takes precedence over the named action. spawn_dir overrides spawn_id.
The official higher_quality preset uses three denoising steps and ten upsampling steps per frame; fast uses one of each. Both write H.264 at the requested playback FPS. A rollout of N steps produces N+1 frames including the initial observation. Atari's horizon-50 and terminal resets can restart the context inside the video. CS:GO produces a continuous finite rollout.
Validation scope
All 26 released Atari checkpoints completed local H100 inference with strict loading, finite pre-clamp outputs, complete video decoding and visual inspection. Following the shared sampler refactor, 52 Euler/Heun comparisons across those checkpoints matched the previous implementation bitwise. A separate matched-context Pong test confirmed opposite paddle responses.
CS:GO higher_quality forward/backward rollouts from spawn 0, 24 steps each, matched the official implementation's low-resolution and upsampled tensors bitwise; pre-clamp outputs were finite. The fast preset also matched both branches bitwise on two six-step rollouts. These short checks do not establish long-horizon physics, reward accuracy, or game success. Attribution is centralized in THIRD-PARTY-NOTICES.

