arXiv Machine Learning

Kuration SDK: Addressing the Virtual2Real Gap via Data Curation

The paper introduces Kuration SDK, a toolkit for curating raw gameplay data to address the Virtual2Real gap in action‑conditioned world models. It demonstrates that conventional metrics like FVD, LPIPS, and JEDi do not reliably predict playability, using CounterStrike data to show divergent model performance despite similar scores. By providing curation strategies and diagnostic tools, the SDK helps uncover root causes of the gap and accelerate the creation of sample‑efficient training datasets.

arXiv Computer Vision
Sep 22

GameHorizon Suite: Multi-Horizon Data and Evaluation in Gameplay

arXiv:2609.25001v1 Announce Type: new Abstract: Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, a...

By Yiran Wang, Xingyilang Yin, Junfu Pu, Guangzhi Wang, Kaifeng Li, Mingyu Ouyang, Huiqiang Sun, Lingen Li, Cheng Cheng, Wangbo Yu, Honghao Chen, Xiaodong Cun, Chi-Man Pun, Zhiguo Cao, Ying Shan
arXiv AI
6d ago

PlaySuite: A Large-Scale Benchmark for Interactive Visual Intelligence

PlaySuite is a large-scale benchmark that evaluates interactive visual intelligence by using over 5,000 open-source video games from platforms like PyWeek and itch.io. The benchmark covers diverse game engines (Pygame, HTML5, Godot, Unity) and introduces a unified closed-loop interaction framework and a Video-LLM-as-a-judge protocol to standardize progress measurement. Evaluation of fourteen recent models shows a perception-action gap, with strong reasoning but poor sustained progress, spatial grounding, action execution, and self-correction.

By Dheeraj Varghese, Anna Vettoruzzo, Walter Simoncini, Michelle Lorena Acevedo Callejas, Mohammad Mahdi Derakhshani, Kristof Meding, Joaquin Vanschoren, Cees G. M. Snoek
arXiv AI
Jul 7

Multiplayer Interactive World Models with Representation Autoencoders

arXiv:2607. 05352v1 Announce Type: cross Abstract: We introduce the first multiplayer world model for highly dynamic environments governed by complex physical interactions.

By Anthony Hu, V\'aclav Volhejn, Adrien Ramanana Rahary, Chris Mulder, Aditya Makkar, Am\'elie Royer, Manu Orsini, Alyx Liao, Adam Jelley, Eloi Alonso, Florian Laurent, Fredrik Nor\'en, James Swingos, Jan H\"unermann, Kent Rollins, Lucas Hosseini, Matthieu Le Cauchois, Maxim Peter, Pim de Witte, Tim Brown, Vincent Micheli, Moritz B\"ohle, Gabriel de Marmiesse, Viktoriia Sharmanska, Lucia Specia, Michael Black, Patrick P\'erez
arXiv Computer Vision
Aug 25

WorldMind: Decoupled Game World Model for State-Aware NPC Behavior

WorldMind is a decoupled framework for state-aware NPC behavior in game world models, separating interactive world modeling into four layers: Understanding, Decision, Control, and Generation. It constructs a compact state from generated frames, reasons over it to plan NPC actions, translates actions into temporally aligned conditions, and synthesizes visual outcomes. Experiments on the newly introduced BOSS-140K dataset show that WorldMind achieves more tactically appropriate and coherent NPC behavior than baseline models in about 70% of pairwise comparisons.

By Zhiyang Deng, Boran Zhang, Danze Chen, Yeying Jin
arXiv AI
Sep 17

LM Fight Arena: Benchmarking Large Multimodal Models via Game Competition

The paper introduces LM Fight Arena, a new benchmark that pits large multimodal models against each other in the fighting game Mortal Kombat II to evaluate real‑time visual understanding and sequential decision‑making. Six leading open‑ and closed‑source models were tested in a controlled tournament where each controlled the same character, ensuring a fair comparison. The framework offers a fully automated, reproducible, and objective assessment of an LMM’s strategic reasoning in a dynamic setting.

By Yushuo Zheng, Tongrui Ye, Zicheng Zhang, Xiongkuo Min, Huiyu Duan, Guangtao Zhai
arXiv Computer Vision
4d ago

AgentGarten: Code Worlds for Evolving Agents

AgentGarten is a framework that links simulators and game engines with a shared neural renderer to create real‑time interactive virtual worlds. It uses a pretrained video model adapted to geometry conditions, refined with Adversarial Forcing, to produce realistic visual observations while maintaining consistent state and rules. The system enables agents to learn efficiently—achieving comparable performance in only four training rounds versus millions in traditional reinforcement learning—by distilling experience into playbooks that successive agents can inherit and improve upon.

By Jiawei Chi, Shangchen Miao, Zhiyuan Shi, Kailu Wu, Hanyang Wang, Weiliang Chen, Qiyu Dai, Jinshan Ren, Jun Gao, Mingsheng Long, Yueqi Duan, Jiangran Lyu, Jialong Wu, Fangfu Liu
arXiv Computer Vision
Sep 14

PAVXploreRL: Physical-Action-Visual World Model Reinforcement Learning with Action Exploration

PAVXploreRL introduces a reinforcement learning framework that builds on a pretrained latent world model to explicitly optimize Physical Plausibility, Action Adherence, and Visual Fidelity (PAV) objectives. By combining in‑distribution expert trajectories with noise‑driven out‑of‑distribution action exploration, the method avoids reliance on paired video supervision and improves generalization. Experiments demonstrate a 5.6% average performance gain over pretrained baselines and more reliable policy evaluation with reduced overestimation bias.

By Han Wang, Zijun Wang, Shuoshuo Xue, Rui Cao, Fengjiao Chen, Xiaodan Liang, Roy Ka-Wei Lee