arXiv:2609.38428v1 Announce Type: new
Abstract: Real-time commentary for Multiplayer Online Battle Arena (MOBA) esports requires a vision-language model (VLM) to narrate a live match second by second...
By Shengyun Zhong, Xinkang Zhao, Ziyuan Chu, Linchao Zhu
arXiv:2607. 00190v1 Announce Type: cross Abstract: Recent advances in reinforcement learning have produced superhuman agents across a wide range of competitive games.
By Andrzej Bia{\l}ecki, Adam Mastalerz, Han Zhou
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
arXiv:2609.38881v1 Announce Type: new
Abstract: Real-time strategy (RTS) games require agents to coordinate economic development, production and construction, base defense, unit organization, and att...
By Xinhe Tian, Xiaoyue Zhang, Ziyou Zhang, Jiacheng Li, Xiaoqiang Jin, Qianchuan Zhao, Gaochen Cui
arXiv:2602. 19938v2 Announce Type: replace Abstract: Sparse Mixture-of-Experts (SMoE) architectures are increasingly used to scale large language models efficiently, delivering strong accuracy under fixed compute budgets.
By Zijie Liu, Jie Peng, Jinhao Duan, Zirui Liu, Kaixiong Zhou, Mingfu Liang, Luke Simon, Xi Liu, Zhaozhuo Xu, Tianlong Chen
arXiv:2502. 08829v2 Announce Type: replace Abstract: Federated learning (FL) with non-IID data often degrades client performance below local training baselines.
By Ahmed Elhussein, Florent Pollet, Gamze G\"ursoy