AI for Games in the Foundation Model Era
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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...
arXiv:2609.25652v1 Announce Type: new Abstract: Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment...
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:2607. 00527v1 Announce Type: new Abstract: Generative AI now enables games to produce dialogue, quests, characters, images, and worlds at runtime.
SWE-Game is a benchmark comprising 247 tasks based on 41 Godot games across 13 gameplay categories, testing coding agents on tasks such as brief-to-game, design-document implementation, skeleton completion, fault repair, and Godot-to-Unity porting. Evaluation uses engine-state checks, replay of certified reference inputs, and agent-authored demonstrations to judge mechanic correctness, playability, and post-repair behavior, supplemented by vision‑language rubrics for presentation. Across six models, Opus5 leads but overall scores stay below 60/100, highlighting common issues like omitted requirements and gameplay logic errors.
arXiv:2608.21833v1 Announce Type: new Abstract: Recent large language models (LLMs) can operate as coding agents that build complete games from natural language requests. Game development is especial...