AI for Games in the Foundation Model Era
arXiv:2609.16679v1 Announce Type: new Abstract: Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems mo...
arXiv:2609.16679v1 Announce Type: new Abstract: Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems mo...
arXiv:2511. 22226v2 Announce Type: replace Abstract: The standard theory of model-free reinforcement learning assumes that the environment dynamics are stationary and that agents are decoupled from their environment, such that policies are treated as being separate from the world they inhabit.
arXiv:2605.14211v4 Announce Type: replace Abstract: Long-horizon visuomotor tasks remain a fundamental challenge in AI, as current methods rely on hand-engineered rewards or action-labeled demonstrat...
EvolvingBrain introduces an adaptive skill system that enables multi-modal agents to self‑evolve in open worlds. The system comprises Stratified Skill Self‑Evolution, which extracts procedural and problematic patterns from trajectories to build a multi‑granularity skill architecture, and State‑Aware Adaptive Execution, which uses structured memory to guide skill fusion based on the agent’s current state. Experiments on VAB‑Minecraft and DiscoveryWorld show improved success rates and generalization, with code available for public release.
The paper introduces Adversarial Heuristic Learning (AHL), a framework that uses AI agents to refine game policies without changing model weights. It presents AAArena, a benchmark of 12 adversarial games and 1,920 human programs, where agents analyze replays, select opponents, and revise policies to maximize ranking within limited budgets. Experiments show that certain configurations achieve gold medals, while performance drops in games with complex rules, highlighting challenges in game understanding and long‑horizon policy development.
arXiv:2507. 05169v5 Announce Type: replace-cross Abstract: World Model, the algorithmic simulator of the real-world environment which biological agents experience and act upon, has been an emerging topic in recent years due to the rising need to develop virtual agents with artificial (general) intelligence.
arXiv:2404. 02039v5 Announce Type: replace Abstract: Game environments provide rich, controllable settings that stimulate many aspects of real-world complexity.
UnifiedPlayers is a cooperative framework that jointly adapts planning, execution, and evaluation for tool-integrated reinforcement learning agents. It consists of a Planning Player that generates tasks, an Execution Player that creates multi-turn trajectories with Python tool calls, and an Evaluation Player that builds executable verifiers, all coordinated by role‑specific rewards under GRPO. The approach outperforms prior baselines on mathematical and general reasoning benchmarks and yields a verifier with high adversarial detection accuracy and more discriminative reward signals.
SPADE (Self-Play in Adaptive Synthetic Executable Environments) is a reinforcement‑learning framework where a single large language model acts as both an Environment Designer—creating executable, long‑horizon training environments—and a Reasoning Agent—learning to act within those environments. The framework uses a regret signal based on the difference between rewarded performance with and without privileged hints to guide the Designer toward environments that are challenging yet solvable. Experiments show that, when scaled to 30‑billion‑parameter models, SPADE outperforms fixed‑environment baselines by significant margins across math, science, code, and reasoning benchmarks, and improves tool‑use performance on BFCL‑v4 and ACEBench‑Agent. whyItMatters":"By making environment design a learnable component, SPADE enables continuous self‑improvement and demonstrates that adaptive, self‑generated training environments can substantially boost language‑model performance across diverse tasks."
arXiv:2609.39135v1 Announce Type: new Abstract: Physical reasoning from video requires inferring latent physical properties and dynamics beyond direct observation. Direct VLM inference remains unreli...
arXiv:2605. 14211v3 Announce Type: replace Abstract: Long-horizon embodied tasks remain a fundamental challenge in AI, as current methods rely on hand-engineered rewards or action-labeled demonstrations, neither of which scales.
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.