arXiv AI

Play Like Champions: Counterfactual Feedback Generation in Latent Space

arXiv:2607. 00190v1 Announce Type: cross Abstract: Recent advances in reinforcement learning have produced superhuman agents across a wide range of competitive games.

arXiv AI
Jun 3

Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach

arXiv:2510. 23216v4 Announce Type: replace Abstract: While several high profile video games have served as testbeds for Deep Reinforcement Learning (DRL), this technique has rarely been employed by the game industry for crafting authentic AI behaviors.

By Alessandro Sestini, Joakim Bergdahl, Jean-Philippe Barrette-LaPierre, Florian Fuchs, Brady Chen, Fabio Zinno, Michael Jones, Linus Gissl\'en
arXiv AI
Jun 10

Monte Carlo Pass Search: Using Trajectory Generation for 3D Counterfactual Pass Evaluation in Football

arXiv:2606. 11120v1 Announce Type: new Abstract: We recast pass evaluation in football (soccer) as a Monte Carlo Tree Search (MCTS)-like evaluation problem whose components mostly exist in the literature under different names: a value model (possession value), a world model (multi-agent trajectories with ball interactions), and a policy over counterfactual actions (sampling pass variants with noise).

By Andrew Kang, Priya Narasimhan
arXiv AI
Aug 26

Disentangled Skill Representations for Predictive Human Modeling

The paper introduces Skill Abstraction with Interpretable Latents (SAIL), a method that models human skill as a persistent, multi‑dimensional construct inferred from naturalistic behavior over time. SAIL produces a robust skill embedding that blends expert and novice bases, learns transferable subskills through counterfactual subskill swaps, and supports skill‑informed behavior prediction across various in‑domain contexts. Experiments on racing and baseball demonstrate that SAIL achieves strong predictive performance, improves behaviorally grounded disentanglement compared to baselines, and enhances downstream AI coaching outcomes.

By Mariah Schrum, Deepak Gopinath, Srijan Srivatsa, Guy Rosman, Tiffany Chen
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
Sep 16

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...

By Meng Luo, Yanlin Li, Hao Li, Hongzhan Lin, Pengfei Zhou, Tianjie Ju, Ran Zhang, Yeying Jin, Mong-Li Lee, Wynne Hsu
arXiv Computation and Language
Sep 15

Learning to Coach for Experiential Learning

arXiv:2609.15851v1 Announce Type: new Abstract: Language models can learn from experience, but raw solution trajectories are often too long and noisy to provide effective guidance. In this work, we p...

By Guanheng Chen, Tianzhu Ye, Li Dong, Xun Wu, Shaohan Huang, Furu Wei
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 Machine Learning
1d ago

Faynt: Scaling and Optimizing Policies for Competitive Melee

Faynt is a family of Transformer policies (10M and 75M parameters) that control all 26 characters in Super Smash Bros. Melee from a single checkpoint. After reinforcement learning, the 10M model wins 98.4% of same‑character games against fourteen specialist and multi‑character releases, and defeats a zero‑delay Slippi‑AI model in all 68 evaluated games. The work details architecture, scaling, hyperparameter transfer, supervised pretraining on 840,000 human replays, post‑training curricula, distillation, and efficient inference, and it releases the weights, benchmark suites, and a platform for automated model tournaments.

By Ali Janati, Nikita Kuzmin, Rohit Swamy, Charles Niu