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Jan 16

JARVIS-VLA: Post-Training Large-Scale Vision Language Models to Play Visual Games with Keyboards and Mouse

Recently, action-based decision-making in open-world environments has gained significant attention. Visual Language Action (VLA) models, pretrained on large-scale web datasets, have shown promise in decision-making tasks. However, previous work has primarily focused on action post-training, often neglecting enhancements to the foundational model itself. In response, we introduce a novel approach, Act from Visual Language Post-Training, which refines Visual Language Models (VLMs) through visual and linguistic guidance in a self-supervised manner. This enhancement improves the models' capabilities in world knowledge, visual recognition, and spatial grounding in open-world environments. Following the above post-training paradigms, we obtain the first VLA models in Minecraft that can follow human instructions on over 1k different atomic tasks, including crafting, smelting, cooking, mining, and killing. Our experiments demonstrate that post-training on non-trajectory tasks leads to a significant 40% improvement over the best agent baseline on a diverse set of atomic tasks. Furthermore, we demonstrate that our approach surpasses traditional imitation learning-based policies in Minecraft, achieving state-of-the-art performance. We have open-sourced the code, models, and datasets to foster further research. The project page can be found in https://craftjarvis.github.io/JarvisVLA.

  • 5 authors
·
Mar 20, 2025 2

Vision-Zero: Scalable VLM Self-Improvement via Strategic Gamified Self-Play

Although reinforcement learning (RL) can effectively enhance the reasoning capabilities of vision-language models (VLMs), current methods remain heavily dependent on labor-intensive datasets that require extensive manual construction and verification, leading to extremely high training costs and consequently constraining the practical deployment of VLMs. To address this challenge, we propose Vision-Zero, a domain-agnostic framework enabling VLM self-improvement through competitive visual games generated from arbitrary image pairs. Specifically, Vision-Zero encompasses three main attributes: (1) Strategic Self-Play Framework: Vision-Zero trains VLMs in "Who Is the Spy"-style games, where the models engage in strategic reasoning and actions across multiple roles. Through interactive gameplay, models autonomously generate their training data without human annotation. (2) Gameplay from Arbitrary Images: Unlike existing gamified frameworks, Vision-Zero can generate games from arbitrary images, thereby enhancing the model's reasoning ability across diverse domains and showing strong generalization to different tasks. We demonstrate this versatility using three distinct types of image datasets: CLEVR-based synthetic scenes, charts, and real-world images. (3) Sustainable Performance Gain: We introduce Iterative Self-Play Policy Optimization (Iterative-SPO), a novel training algorithm that alternates between Self-Play and reinforcement learning with verifiable rewards (RLVR), mitigating the performance plateau often seen in self-play-only training and achieving sustained long-term improvements. Despite using label-free data, Vision-Zero achieves state-of-the-art performance on reasoning, chart question answering, and vision-centric understanding tasks, surpassing other annotation-based methods. Models and code has been released at https://github.com/wangqinsi1/Vision-Zero.

  • 9 authors
·
Sep 29, 2025 2

Weak Supervision for Label Efficient Visual Bug Detection

As video games evolve into expansive, detailed worlds, visual quality becomes essential, yet increasingly challenging. Traditional testing methods, limited by resources, face difficulties in addressing the plethora of potential bugs. Machine learning offers scalable solutions; however, heavy reliance on large labeled datasets remains a constraint. Addressing this challenge, we propose a novel method, utilizing unlabeled gameplay and domain-specific augmentations to generate datasets & self-supervised objectives used during pre-training or multi-task settings for downstream visual bug detection. Our methodology uses weak-supervision to scale datasets for the crafted objectives and facilitates both autonomous and interactive weak-supervision, incorporating unsupervised clustering and/or an interactive approach based on text and geometric prompts. We demonstrate on first-person player clipping/collision bugs (FPPC) within the expansive Giantmap game world, that our approach is very effective, improving over a strong supervised baseline in a practical, very low-prevalence, low data regime (0.336 rightarrow 0.550 F1 score). With just 5 labeled "good" exemplars (i.e., 0 bugs), our self-supervised objective alone captures enough signal to outperform the low-labeled supervised settings. Building on large-pretrained vision models, our approach is adaptable across various visual bugs. Our results suggest applicability in curating datasets for broader image and video tasks within video games beyond visual bugs.

  • 1 authors
·
Sep 20, 2023

3D-RE-GEN: 3D Reconstruction of Indoor Scenes with a Generative Framework

Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant advances, current textured mesh scene reconstruction methods are far from artist ready, suffering from incorrect object decomposition, inaccurate spatial relationships, and missing backgrounds. We present 3D-RE-GEN, a compositional framework that reconstructs a single image into textured 3D objects and a background. We show that combining state of the art models from specific domains achieves state of the art scene reconstruction performance, addressing artists' requirements. Our reconstruction pipeline integrates models for asset detection, reconstruction, and placement, pushing certain models beyond their originally intended domains. Obtaining occluded objects is treated as an image editing task with generative models to infer and reconstruct with scene level reasoning under consistent lighting and geometry. Unlike current methods, 3D-RE-GEN generates a comprehensive background that spatially constrains objects during optimization and provides a foundation for realistic lighting and simulation tasks in visual effects and games. To obtain physically realistic layouts, we employ a novel 4-DoF differentiable optimization that aligns reconstructed objects with the estimated ground plane. 3D-RE-GEN~achieves state of the art performance in single image 3D scene reconstruction, producing coherent, modifiable scenes through compositional generation guided by precise camera recovery and spatial optimization.

  • 3 authors
·
Dec 19, 2025 2

Audio-Visual Deception Detection: DOLOS Dataset and Parameter-Efficient Crossmodal Learning

Deception detection in conversations is a challenging yet important task, having pivotal applications in many fields such as credibility assessment in business, multimedia anti-frauds, and custom security. Despite this, deception detection research is hindered by the lack of high-quality deception datasets, as well as the difficulties of learning multimodal features effectively. To address this issue, we introduce DOLOSThe name ``DOLOS" comes from Greek mythology., the largest gameshow deception detection dataset with rich deceptive conversations. DOLOS includes 1,675 video clips featuring 213 subjects, and it has been labeled with audio-visual feature annotations. We provide train-test, duration, and gender protocols to investigate the impact of different factors. We benchmark our dataset on previously proposed deception detection approaches. To further improve the performance by fine-tuning fewer parameters, we propose Parameter-Efficient Crossmodal Learning (PECL), where a Uniform Temporal Adapter (UT-Adapter) explores temporal attention in transformer-based architectures, and a crossmodal fusion module, Plug-in Audio-Visual Fusion (PAVF), combines crossmodal information from audio-visual features. Based on the rich fine-grained audio-visual annotations on DOLOS, we also exploit multi-task learning to enhance performance by concurrently predicting deception and audio-visual features. Experimental results demonstrate the desired quality of the DOLOS dataset and the effectiveness of the PECL. The DOLOS dataset and the source codes are available at https://github.com/NMS05/Audio-Visual-Deception-Detection-DOLOS-Dataset-and-Parameter-Efficient-Crossmodal-Learning/tree/main.

  • 6 authors
·
Mar 9, 2023

Beyond Outcomes: Transparent Assessment of LLM Reasoning in Games

Large Language Models (LLMs) are increasingly deployed in real-world applications that demand complex reasoning. To track progress, robust benchmarks are required to evaluate their capabilities beyond superficial pattern recognition. However, current LLM reasoning benchmarks often face challenges such as insufficient interpretability, performance saturation or data contamination. To address these challenges, we introduce GAMEBoT, a gaming arena designed for rigorous and transparent assessment of LLM reasoning capabilities. GAMEBoT decomposes complex reasoning in games into predefined modular subproblems. This decomposition allows us to design a suite of Chain-of-Thought (CoT) prompts that leverage domain knowledge to guide LLMs in addressing these subproblems before action selection. Furthermore, we develop a suite of rule-based algorithms to generate ground truth for these subproblems, enabling rigorous validation of the LLMs' intermediate reasoning steps. This approach facilitates evaluation of both the quality of final actions and the accuracy of the underlying reasoning process. GAMEBoT also naturally alleviates the risk of data contamination through dynamic games and head-to-head LLM competitions. We benchmark 17 prominent LLMs across eight games, encompassing various strategic abilities and game characteristics. Our results suggest that GAMEBoT presents a significant challenge, even when LLMs are provided with detailed CoT prompts. Project page: https://visual-ai.github.io/gamebot

  • 6 authors
·
Dec 18, 2024

V-MAGE: A Game Evaluation Framework for Assessing Visual-Centric Capabilities in Multimodal Large Language Models

Recent advancements in Multimodal Large Language Models (MLLMs) have led to significant improvements across various multimodal benchmarks. However, as evaluations shift from static datasets to open-world, dynamic environments, current game-based benchmarks remain inadequate because they lack visual-centric tasks and fail to assess the diverse reasoning skills required for real-world decision-making. To address this, we introduce Visual-centric Multiple Abilities Game Evaluation (V-MAGE), a game-based evaluation framework designed to assess visual reasoning capabilities of MLLMs. V-MAGE features five diverse games with 30+ handcrafted levels, testing models on core visual skills such as positioning, trajectory tracking, timing, and visual memory, alongside higher-level reasoning like long-term planning and deliberation. We use V-MAGE to evaluate leading MLLMs, revealing significant challenges in their visual perception and reasoning. In all game environments, the top-performing MLLMs, as determined by Elo rating comparisons, exhibit a substantial performance gap compared to humans. Our findings highlight critical limitations, including various types of perceptual errors made by the models, and suggest potential avenues for improvement from an agent-centric perspective, such as refining agent strategies and addressing perceptual inaccuracies. Code is available at https://github.com/CSU-JPG/V-MAGE.

  • 8 authors
·
Apr 8, 2025 2

Multi-Agent Game Generation and Evaluation via Audio-Visual Recordings

While AI excels at generating text, audio, images, and videos, creating interactive audio-visual content such as video games remains challenging. Current LLMs can generate JavaScript games and animations, but lack automated evaluation metrics and struggle with complex content that normally requires teams of humans working for many months (multi-shot, multi-agents) using assets made by artists. To tackle these issues, we built a new metric and a multi-agent system. We propose AVR-Eval, a relative metric for multimedia content quality using Audio-Visual Recordings (AVRs). An omni-modal model (processing text, video, and audio) compares the AVRs of two contents, with a text model reviewing evaluations to determine superiority. We show that AVR-Eval properly identifies good from broken or mismatched content. We built AVR-Agent, a multi-agent system generating JavaScript code from a bank of multimedia assets (audio, images, 3D models). The coding agent selects relevant assets, generates multiple initial codes, uses AVR-Eval to identify the best version, and iteratively improves it through omni-modal agent feedback from the AVR. We run experiments on games and animations with AVR-Eval (win rate of content A against B). We find that content generated by AVR-Agent has a significantly higher win rate against content made through one-shot generation. However, models struggle to leverage custom assets and AVR feedback effectively, showing no higher win rate. This reveals a critical gap: while humans benefit from high-quality assets and audio-visual feedback, current coding models do not seem to utilize these resources as effectively, highlighting fundamental differences between human and machine content creation approaches.

  • 1 authors
·
Aug 1, 2025 3

VideoGameBench: Can Vision-Language Models complete popular video games?

Vision-language models (VLMs) have achieved strong results on coding and math benchmarks that are challenging for humans, yet their ability to perform tasks that come naturally to humans--such as perception, spatial navigation, and memory management--remains understudied. Real video games are crafted to be intuitive for humans to learn and master by leveraging innate inductive biases, making them an ideal testbed for evaluating such capabilities in VLMs. To this end, we introduce VideoGameBench, a benchmark consisting of 10 popular video games from the 1990s that VLMs directly interact with in real-time. VideoGameBench challenges models to complete entire games with access to only raw visual inputs and a high-level description of objectives and controls, a significant departure from existing setups that rely on game-specific scaffolding and auxiliary information. We keep three of the games secret to encourage solutions that generalize to unseen environments. Our experiments show that frontier vision-language models struggle to progress beyond the beginning of each game. We find inference latency to be a major limitation of frontier models in the real-time setting; therefore, we introduce VideoGameBench Lite, a setting where the game pauses while waiting for the LM's next action. The best performing model, Gemini 2.5 Pro, completes only 0.48% of VideoGameBench and 1.6% of VideoGameBench Lite. We hope that the formalization of the human skills mentioned above into this benchmark motivates progress in these research directions.

  • 4 authors
·
May 23, 2025 3

BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games

Large Language Models (LLMs) and Vision Language Models (VLMs) possess extensive knowledge and exhibit promising reasoning abilities; however, they still struggle to perform well in complex, dynamic environments. Real-world tasks require handling intricate interactions, advanced spatial reasoning, long-term planning, and continuous exploration of new strategies-areas in which we lack effective methodologies for comprehensively evaluating these capabilities. To address this gap, we introduce BALROG, a novel benchmark designed to assess the agentic capabilities of LLMs and VLMs through a diverse set of challenging games. Our benchmark incorporates a range of existing reinforcement learning environments with varying levels of difficulty, including tasks that are solvable by non-expert humans in seconds to extremely challenging ones that may take years to master (e.g., the NetHack Learning Environment). We devise fine-grained metrics to measure performance and conduct an extensive evaluation of several popular open-source and closed-source LLMs and VLMs. Our findings indicate that while current models achieve partial success in the easier games, they struggle significantly with more challenging tasks. Notably, we observe severe deficiencies in vision-based decision-making, as models perform worse when visual representations of the environments are provided. We release BALROG as an open and user-friendly benchmark to facilitate future research and development in the agentic community.

  • 13 authors
·
Nov 20, 2024 2

REGEN: Real-Time Photorealism Enhancement in Games via a Dual-Stage Generative Network Framework

Photorealism is an important aspect of modern video games since it can shape the player experience and simultaneously impact the immersion, narrative engagement, and visual fidelity. Although recent hardware technological breakthroughs, along with state-of-the-art rendering technologies, have significantly improved the visual realism of video games, achieving true photorealism in dynamic environments at real-time frame rates still remains a major challenge due to the tradeoff between visual quality and performance. In this short paper, we present a novel approach for enhancing the photorealism of rendered game frames using generative adversarial networks. To this end, we propose Real-time photorealism Enhancement in Games via a dual-stage gEnerative Network framework (REGEN), which employs a robust unpaired image-to-image translation model to produce semantically consistent photorealistic frames that transform the problem into a simpler paired image-to-image translation task. This enables training with a lightweight method that can achieve real-time inference time without compromising visual quality. We demonstrate the effectiveness of our framework on Grand Theft Auto V, showing that the approach achieves visual results comparable to the ones produced by the robust unpaired Im2Im method while improving inference speed by 32.14 times. Our findings also indicate that the results outperform the photorealism-enhanced frames produced by directly training a lightweight unpaired Im2Im translation method to translate the video game frames towards the visual characteristics of real-world images. Code, pre-trained models, and demos for this work are available at: https://github.com/stefanos50/REGEN.

  • 2 authors
·
Aug 23, 2025 2

RBench-V: A Primary Assessment for Visual Reasoning Models with Multi-modal Outputs

The rapid advancement of native multi-modal models and omni-models, exemplified by GPT-4o, Gemini, and o3, with their capability to process and generate content across modalities such as text and images, marks a significant milestone in the evolution of intelligence. Systematic evaluation of their multi-modal output capabilities in visual thinking processes (also known as multi-modal chain of thought, M-CoT) becomes critically important. However, existing benchmarks for evaluating multi-modal models primarily focus on assessing multi-modal inputs and text-only reasoning while neglecting the importance of reasoning through multi-modal outputs. In this paper, we present a benchmark, dubbed RBench-V, designed to assess models' vision-indispensable reasoning abilities. To construct RBench-V, we carefully hand-pick 803 questions covering math, physics, counting, and games. Unlike previous benchmarks that typically specify certain input modalities, RBench-V presents problems centered on multi-modal outputs, which require image manipulation such as generating novel images and constructing auxiliary lines to support the reasoning process. We evaluate numerous open- and closed-source models on RBench-V, including o3, Gemini 2.5 Pro, Qwen2.5-VL, etc. Even the best-performing model, o3, achieves only 25.8% accuracy on RBench-V, far below the human score of 82.3%, highlighting that current models struggle to leverage multi-modal reasoning. Data and code are available at https://evalmodels.github.io/rbenchv

  • 15 authors
·
May 22, 2025 3

Orak: A Foundational Benchmark for Training and Evaluating LLM Agents on Diverse Video Games

Large Language Model (LLM) agents are reshaping the game industry, particularly with more intelligent and human-preferable game characters. However, existing game benchmarks fall short of practical needs: they lack evaluations of diverse LLM capabilities across various game genres, studies of agentic modules crucial for complex gameplay, and fine-tuning datasets for aligning pre-trained LLMs into gaming agents. To fill these gaps, we present \benchname{}, a foundational benchmark designed to train and evaluate LLM agents across diverse real-world video games. Unlike existing benchmarks, Orak includes 12 popular video games spanning all major genres, enabling comprehensive studies of LLM capabilities and agentic modules essential for intricate game scenarios. To support consistent evaluation of LLMs, we introduce a plug-and-play interface based on Model Context Protocol (MCP) that enables LLMs to seamlessly connect with games and manipulate agentic modules. Additionally, we propose a fine-tuning dataset, consisting of LLM gameplay trajectories across diverse game genres. Orak offers a comprehensive evaluation framework, encompassing general game score leaderboards, LLM battle arenas, and in-depth analyses of visual input state, agentic strategies, and fine-tuning effects, establishing a foundation towards building generic gaming agents. Code is available at https://github.com/krafton-ai/Orak.

  • 16 authors
·
Jun 4, 2025 2

Atari-GPT: Investigating the Capabilities of Multimodal Large Language Models as Low-Level Policies for Atari Games

Recent advancements in large language models (LLMs) have expanded their capabilities beyond traditional text-based tasks to multimodal domains, integrating visual, auditory, and textual data. While multimodal LLMs have been extensively explored for high-level planning in domains like robotics and games, their potential as low-level controllers remains largely untapped. This paper explores the application of multimodal LLMs as low-level controllers in the domain of Atari video games, introducing Atari game performance as a new benchmark for evaluating the ability of multimodal LLMs to perform low-level control tasks. Unlike traditional reinforcement learning (RL) and imitation learning (IL) methods that require extensive computational resources as well as reward function specification, these LLMs utilize pre-existing multimodal knowledge to directly engage with game environments. Our study assesses multiple multimodal LLMs performance against traditional RL agents, human players, and random agents, focusing on their ability to understand and interact with complex visual scenes and formulate strategic responses. Additionally, we examine the impact of In-Context Learning (ICL) by incorporating human-demonstrated game-play trajectories to enhance the models contextual understanding. Through this investigation, we aim to determine the extent to which multimodal LLMs can leverage their extensive training to effectively function as low-level controllers, thereby redefining potential applications in dynamic and visually complex environments. Additional results and videos are available at our project webpage: https://sites.google.com/view/atari-gpt/.

  • 4 authors
·
Aug 28, 2024

Grounded Language Acquisition From Object and Action Imagery

Deep learning approaches to natural language processing have made great strides in recent years. While these models produce symbols that convey vast amounts of diverse knowledge, it is unclear how such symbols are grounded in data from the world. In this paper, we explore the development of a private language for visual data representation by training emergent language (EL) encoders/decoders in both i) a traditional referential game environment and ii) a contrastive learning environment utilizing a within-class matching training paradigm. An additional classification layer utilizing neural machine translation and random forest classification was used to transform symbolic representations (sequences of integer symbols) to class labels. These methods were applied in two experiments focusing on object recognition and action recognition. For object recognition, a set of sketches produced by human participants from real imagery was used (Sketchy dataset) and for action recognition, 2D trajectories were generated from 3D motion capture systems (MOVI dataset). In order to interpret the symbols produced for data in each experiment, gradient-weighted class activation mapping (Grad-CAM) methods were used to identify pixel regions indicating semantic features which contribute evidence towards symbols in learned languages. Additionally, a t-distributed stochastic neighbor embedding (t-SNE) method was used to investigate embeddings learned by CNN feature extractors.

  • 4 authors
·
Sep 12, 2023

Can MLLMs Read the Room? A Multimodal Benchmark for Verifying Truthfulness in Multi-Party Social Interactions

As AI systems become increasingly integrated into human lives, endowing them with robust social intelligence has emerged as a critical frontier. A key aspect of this intelligence is discerning truth from deception, a ubiquitous element of human interaction that is conveyed through a complex interplay of verbal language and non-verbal visual cues. However, automatic deception detection in dynamic, multi-party conversations remains a significant challenge. The recent rise of powerful Multimodal Large Language Models (MLLMs), with their impressive abilities in visual and textual understanding, makes them natural candidates for this task. Consequently, their capabilities in this crucial domain are mostly unquantified. To address this gap, we introduce a new task, Multimodal Interactive Veracity Assessment (MIVA), and present a novel multimodal dataset derived from the social deduction game Werewolf. This dataset provides synchronized video, text, with verifiable ground-truth labels for every statement. We establish a comprehensive benchmark evaluating state-of-the-art MLLMs, revealing a significant performance gap: even powerful models like GPT-4o struggle to distinguish truth from falsehood reliably. Our analysis of failure modes indicates that these models fail to ground language in visual social cues effectively and may be overly conservative in their alignment, highlighting the urgent need for novel approaches to building more perceptive and trustworthy AI systems.

  • 5 authors
·
Oct 31, 2025

FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning

Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.

  • 4 authors
·
Jun 4, 2024

IWR-Bench: Can LVLMs reconstruct interactive webpage from a user interaction video?

The webpage-to-code task requires models to understand visual representations of webpages and generate corresponding code. However, existing benchmarks primarily focus on static screenshot-to-code tasks, thereby overlooking the dynamic interactions fundamental to real-world web applications. To address this limitation, this paper introduces IWR-Bench, a novel benchmark for evaluating the capabilities of Large Vision-Language Models (LVLMs) in interactive webpage reconstruction from video. IWR-Bench comprises 113 meticulously curated tasks from 100 real-world websites, with 1,001 actions and featuring diverse interaction complexities (e.g., web games), visual styles, and domains. Aligning with standard web development practices, each task includes not only user interaction videos but also all crawled static assets (e.g., images, videos). This benchmark evaluates models on two fundamental challenges: comprehensive multi-modal reasoning to infer interaction logic from video and assets, and advanced code generation to translate this logic into functional code. An agent-as-a-judge framework with a comprehensive metric system automatically assesses the functional correctness and visual fidelity of generated webpages. Extensive experiments on 28 LVLMs reveal a significant challenge: the best model achieves an overall score of only 36.35%, as functional correctness (24.39% IFS) lags significantly behind visual fidelity (64.25% VFS). These results highlight critical limitations in current models' ability to reason about temporal dynamics and synthesize event-driven logic, establishing IWR-Bench as a challenging frontier for vision-language research. The benchmark and evaluation code will be made publicly available. Code is available at https://github.com/L-O-I/IWR-Bench.

IWR-Bench IWR-Bench Team
·
Sep 29, 2025 1

AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction

Recent advancements in image and video synthesis have opened up new promise in generative games. One particularly intriguing application is transforming characters from anime films into interactive, playable entities. This allows players to immerse themselves in the dynamic anime world as their favorite characters for life simulation through language instructions. Such games are defined as infinite game since they eliminate predetermined boundaries and fixed gameplay rules, where players can interact with the game world through open-ended language and experience ever-evolving storylines and environments. Recently, a pioneering approach for infinite anime life simulation employs large language models (LLMs) to translate multi-turn text dialogues into language instructions for image generation. However, it neglects historical visual context, leading to inconsistent gameplay. Furthermore, it only generates static images, failing to incorporate the dynamics necessary for an engaging gaming experience. In this work, we propose AnimeGamer, which is built upon Multimodal Large Language Models (MLLMs) to generate each game state, including dynamic animation shots that depict character movements and updates to character states, as illustrated in Figure 1. We introduce novel action-aware multimodal representations to represent animation shots, which can be decoded into high-quality video clips using a video diffusion model. By taking historical animation shot representations as context and predicting subsequent representations, AnimeGamer can generate games with contextual consistency and satisfactory dynamics. Extensive evaluations using both automated metrics and human evaluations demonstrate that AnimeGamer outperforms existing methods in various aspects of the gaming experience. Codes and checkpoints are available at https://github.com/TencentARC/AnimeGamer.

  • 5 authors
·
Apr 1, 2025 2

Unbounded: A Generative Infinite Game of Character Life Simulation

We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.

  • 8 authors
·
Oct 24, 2024 2

VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation

Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.

  • 6 authors
·
Nov 18, 2024

AlphaViT: A Flexible Game-Playing AI for Multiple Games and Variable Board Sizes

This paper presents novel game-playing AI agents based on the AlphaZero framework, enhanced with Vision Transformer (ViT): AlphaViT, AlphaViD, and AlphaVDA. These agents are designed to play multiple board games of various sizes using a single network with shared weights, thereby overcoming AlphaZero's limitation of fixed-board-size constraints. AlphaViT employs only a transformer encoder, whereas AlphaViD and AlphaVDA incorporate both transformer encoders and decoders. In AlphaViD, the decoder processes outputs from the encoder, whereas AlphaVDA uses a learnable embeddings as the decoder input. The additional decoder layers in AlphaViD and AlphaVDA provide flexibility to adapt to various action spaces and board sizes. Experimental results show that the proposed agents, trained on either individual games or multiple games simultaneously, consistently outperform traditional algorithms such as Minimax and Monte Carlo Tree Search and approach the performance of AlphaZero, despite using a single deep neural network (DNN) with shared weights. In particular, AlphaViT shows strong performance across all tested games. Furthermore, fine-tuning the DNN using pre-trained weights from small-board games accelerates convergence and improves performance, particularly in Gomoku. Interestingly, simultaneous training on multiple games yields performance comparable to, or even surpassing, single-game training. These results indicate the potential of transformer-based architectures to develop more flexible and robust game-playing AI agents that excel in multiple games and dynamic environments.

  • 1 authors
·
Aug 25, 2024

Model as a Game: On Numerical and Spatial Consistency for Generative Games

Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.

  • 8 authors
·
Mar 27, 2025

Hunyuan-Game: Industrial-grade Intelligent Game Creation Model

Intelligent game creation represents a transformative advancement in game development, utilizing generative artificial intelligence to dynamically generate and enhance game content. Despite notable progress in generative models, the comprehensive synthesis of high-quality game assets, including both images and videos, remains a challenging frontier. To create high-fidelity game content that simultaneously aligns with player preferences and significantly boosts designer efficiency, we present Hunyuan-Game, an innovative project designed to revolutionize intelligent game production. Hunyuan-Game encompasses two primary branches: image generation and video generation. The image generation component is built upon a vast dataset comprising billions of game images, leading to the development of a group of customized image generation models tailored for game scenarios: (1) General Text-to-Image Generation. (2) Game Visual Effects Generation, involving text-to-effect and reference image-based game visual effect generation. (3) Transparent Image Generation for characters, scenes, and game visual effects. (4) Game Character Generation based on sketches, black-and-white images, and white models. The video generation component is built upon a comprehensive dataset of millions of game and anime videos, leading to the development of five core algorithmic models, each targeting critical pain points in game development and having robust adaptation to diverse game video scenarios: (1) Image-to-Video Generation. (2) 360 A/T Pose Avatar Video Synthesis. (3) Dynamic Illustration Generation. (4) Generative Video Super-Resolution. (5) Interactive Game Video Generation. These image and video generation models not only exhibit high-level aesthetic expression but also deeply integrate domain-specific knowledge, establishing a systematic understanding of diverse game and anime art styles.

  • 50 authors
·
May 20, 2025 2

Agents Play Thousands of 3D Video Games

We present PORTAL, a novel framework for developing artificial intelligence agents capable of playing thousands of 3D video games through language-guided policy generation. By transforming decision-making problems into language modeling tasks, our approach leverages large language models (LLMs) to generate behavior trees represented in domain-specific language (DSL). This method eliminates the computational burden associated with traditional reinforcement learning approaches while preserving strategic depth and rapid adaptability. Our framework introduces a hybrid policy structure that combines rule-based nodes with neural network components, enabling both high-level strategic reasoning and precise low-level control. A dual-feedback mechanism incorporating quantitative game metrics and vision-language model analysis facilitates iterative policy improvement at both tactical and strategic levels. The resulting policies are instantaneously deployable, human-interpretable, and capable of generalizing across diverse gaming environments. Experimental results demonstrate PORTAL's effectiveness across thousands of first-person shooter (FPS) games, showcasing significant improvements in development efficiency, policy generalization, and behavior diversity compared to traditional approaches. PORTAL represents a significant advancement in game AI development, offering a practical solution for creating sophisticated agents that can operate across thousands of commercial video games with minimal development overhead. Experiment results on the 3D video games are best viewed on https://zhongwen.one/projects/portal .

  • 7 authors
·
Mar 17, 2025 2

Text-Based Reasoning About Vector Graphics

While large multimodal models excel in broad vision-language benchmarks, they often struggle with tasks requiring precise perception of low-level visual details, such as comparing line lengths or solving simple mazes. In particular, this failure mode persists in question-answering tasks about vector graphics -- images composed purely of 2D objects and shapes. To address this challenge, we propose the Visually Descriptive Language Model (VDLM), which performs text-based reasoning about vector graphics. VDLM leverages Scalable Vector Graphics (SVG) for a more precise visual description and first uses an off-the-shelf raster-to-SVG algorithm for encoding. Since existing language models cannot understand raw SVGs in a zero-shot setting, VDLM then bridges SVG with pretrained language models through a newly introduced intermediate symbolic representation, Primal Visual Description (PVD), comprising primitive attributes (e.g., shape, position, measurement) with their corresponding predicted values. PVD is task-agnostic and represents visual primitives that are universal across all vector graphics. It can be learned with procedurally generated (SVG, PVD) pairs and also enables the direct use of LLMs for generalization to complex reasoning tasks. By casting an image to a text-based representation, we can leverage the power of language models to learn alignment from SVG to visual primitives and generalize to unseen question-answering tasks. Empirical results show that VDLM achieves stronger zero-shot performance compared to state-of-the-art LMMs, such as GPT-4V, in various low-level multimodal perception and reasoning tasks on vector graphics. We additionally present extensive analyses on VDLM's performance, demonstrating that our framework offers better interpretability due to its disentangled perception and reasoning processes. Project page: https://mikewangwzhl.github.io/VDLM/

  • 7 authors
·
Apr 9, 2024

Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model

Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by rigid action schemas and high annotation costs, restricting their ability to model diverse in-game interactions and player-driven dynamics. To address these challenges, we introduce Hunyuan-GameCraft-2, a new paradigm of instruction-driven interaction for generative game world modeling. Instead of relying on fixed keyboard inputs, our model allows users to control game video contents through natural language prompts, keyboard, or mouse signals, enabling flexible and semantically rich interaction within generated worlds. We formally defined the concept of interactive video data and developed an automated process to transform large-scale, unstructured text-video pairs into causally aligned interactive datasets. Built upon a 14B image-to-video Mixture-of-Experts(MoE) foundation model, our model incorporates a text-driven interaction injection mechanism for fine-grained control over camera motion, character behavior, and environment dynamics. We introduce an interaction-focused benchmark, InterBench, to evaluate interaction performance comprehensively. Extensive experiments demonstrate that our model generates temporally coherent and causally grounded interactive game videos that faithfully respond to diverse and free-form user instructions such as "open the door", "draw a torch", or "trigger an explosion".

  • 10 authors
·
Nov 28, 2025

M^3VIR: A Large-Scale Multi-Modality Multi-View Synthesized Benchmark Dataset for Image Restoration and Content Creation

The gaming and entertainment industry is rapidly evolving, driven by immersive experiences and the integration of generative AI (GAI) technologies. Training such models effectively requires large-scale datasets that capture the diversity and context of gaming environments. However, existing datasets are often limited to specific domains or rely on artificial degradations, which do not accurately capture the unique characteristics of gaming content. Moreover, benchmarks for controllable video generation remain absent. To address these limitations, we introduce M^3VIR, a large-scale, multi-modal, multi-view dataset specifically designed to overcome the shortcomings of current resources. Unlike existing datasets, M^3VIR provides diverse, high-fidelity gaming content rendered with Unreal Engine 5, offering authentic ground-truth LR-HR paired and multi-view frames across 80 scenes in 8 categories. It includes M^3VIR_MR for super-resolution (SR), novel view synthesis (NVS), and combined NVS+SR tasks, and M^3VIR_{MS}, the first multi-style, object-level ground-truth set enabling research on controlled video generation. Additionally, we benchmark several state-of-the-art SR and NVS methods to establish performance baselines. While no existing approaches directly handle controlled video generation, M^3VIR provides a benchmark for advancing this area. By releasing the dataset, we aim to facilitate research in AI-powered restoration, compression, and controllable content generation for next-generation cloud gaming and entertainment.

  • 6 authors
·
Sep 20, 2025

Video-Text as Game Players: Hierarchical Banzhaf Interaction for Cross-Modal Representation Learning

Contrastive learning-based video-language representation learning approaches, e.g., CLIP, have achieved outstanding performance, which pursue semantic interaction upon pre-defined video-text pairs. To clarify this coarse-grained global interaction and move a step further, we have to encounter challenging shell-breaking interactions for fine-grained cross-modal learning. In this paper, we creatively model video-text as game players with multivariate cooperative game theory to wisely handle the uncertainty during fine-grained semantic interaction with diverse granularity, flexible combination, and vague intensity. Concretely, we propose Hierarchical Banzhaf Interaction (HBI) to value possible correspondence between video frames and text words for sensitive and explainable cross-modal contrast. To efficiently realize the cooperative game of multiple video frames and multiple text words, the proposed method clusters the original video frames (text words) and computes the Banzhaf Interaction between the merged tokens. By stacking token merge modules, we achieve cooperative games at different semantic levels. Extensive experiments on commonly used text-video retrieval and video-question answering benchmarks with superior performances justify the efficacy of our HBI. More encouragingly, it can also serve as a visualization tool to promote the understanding of cross-modal interaction, which have a far-reaching impact on the community. Project page is available at https://jpthu17.github.io/HBI/.

  • 8 authors
·
Mar 25, 2023

Matrix-Game: Interactive World Foundation Model

We introduce Matrix-Game, an interactive world foundation model for controllable game world generation. Matrix-Game is trained using a two-stage pipeline that first performs large-scale unlabeled pretraining for environment understanding, followed by action-labeled training for interactive video generation. To support this, we curate Matrix-Game-MC, a comprehensive Minecraft dataset comprising over 2,700 hours of unlabeled gameplay video clips and over 1,000 hours of high-quality labeled clips with fine-grained keyboard and mouse action annotations. Our model adopts a controllable image-to-world generation paradigm, conditioned on a reference image, motion context, and user actions. With over 17 billion parameters, Matrix-Game enables precise control over character actions and camera movements, while maintaining high visual quality and temporal coherence. To evaluate performance, we develop GameWorld Score, a unified benchmark measuring visual quality, temporal quality, action controllability, and physical rule understanding for Minecraft world generation. Extensive experiments show that Matrix-Game consistently outperforms prior open-source Minecraft world models (including Oasis and MineWorld) across all metrics, with particularly strong gains in controllability and physical consistency. Double-blind human evaluations further confirm the superiority of Matrix-Game, highlighting its ability to generate perceptually realistic and precisely controllable videos across diverse game scenarios. To facilitate future research on interactive image-to-world generation, we will open-source the Matrix-Game model weights and the GameWorld Score benchmark at https://github.com/SkyworkAI/Matrix-Game.

  • 11 authors
·
Jun 23, 2025 2

PhysGame: Uncovering Physical Commonsense Violations in Gameplay Videos

Recent advancements in video-based large language models (Video LLMs) have witnessed the emergence of diverse capabilities to reason and interpret dynamic visual content. Among them, gameplay videos stand out as a distinctive data source, often containing glitches that defy physics commonsense. This characteristic renders them an effective benchmark for assessing the under-explored capability of physical commonsense understanding in video LLMs. In this paper, we propose PhysGame as a pioneering benchmark to evaluate physical commonsense violations in gameplay videos. PhysGame comprises 880 videos associated with glitches spanning four fundamental domains (i.e., mechanics, kinematics, optics, and material properties) and across 12 distinct physical commonsense. Through extensively evaluating various state-ofthe-art video LLMs, our findings reveal that the performance of current open-source video LLMs significantly lags behind that of proprietary counterparts. To bridge this gap, we curate an instruction tuning dataset PhysInstruct with 140,057 question-answering pairs to facilitate physical commonsense learning. In addition, we also propose a preference optimization dataset PhysDPO with 34,358 training pairs, where the dis-preferred responses are generated conditioned on misleading titles (i.e., meta information hacking), fewer frames (i.e., temporal hacking) and lower spatial resolutions (i.e., spatial hacking). Based on the suite of datasets, we propose PhysVLM as a physical knowledge-enhanced video LLM. Extensive experiments on both physical-oriented benchmark PhysGame and general video understanding benchmarks demonstrate the state-ofthe-art performance of PhysVLM.

  • 10 authors
·
Dec 2, 2024 2

Yan: Foundational Interactive Video Generation

We present Yan, a foundational framework for interactive video generation, covering the entire pipeline from simulation and generation to editing. Specifically, Yan comprises three core modules. AAA-level Simulation: We design a highly-compressed, low-latency 3D-VAE coupled with a KV-cache-based shift-window denoising inference process, achieving real-time 1080P/60FPS interactive simulation. Multi-Modal Generation: We introduce a hierarchical autoregressive caption method that injects game-specific knowledge into open-domain multi-modal video diffusion models (VDMs), then transforming the VDM into a frame-wise, action-controllable, real-time infinite interactive video generator. Notably, when the textual and visual prompts are sourced from different domains, the model demonstrates strong generalization, allowing it to blend and compose the style and mechanics across domains flexibly according to user prompts. Multi-Granularity Editing: We propose a hybrid model that explicitly disentangles interactive mechanics simulation from visual rendering, enabling multi-granularity video content editing during interaction through text. Collectively, Yan offers an integration of these modules, pushing interactive video generation beyond isolated capabilities toward a comprehensive AI-driven interactive creation paradigm, paving the way for the next generation of creative tools, media, and entertainment. The project page is: https://greatx3.github.io/Yan/.

  • 18 authors
·
Aug 11, 2025

GameFactory: Creating New Games with Generative Interactive Videos

Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at https://vvictoryuki.github.io/gamefactory/.

  • 6 authors
·
Jan 14, 2025 3

Simulating the Visual World with Artificial Intelligence: A Roadmap

The landscape of video generation is shifting, from a focus on generating visually appealing clips to building virtual environments that support interaction and maintain physical plausibility. These developments point toward the emergence of video foundation models that function not only as visual generators but also as implicit world models, models that simulate the physical dynamics, agent-environment interactions, and task planning that govern real or imagined worlds. This survey provides a systematic overview of this evolution, conceptualizing modern video foundation models as the combination of two core components: an implicit world model and a video renderer. The world model encodes structured knowledge about the world, including physical laws, interaction dynamics, and agent behavior. It serves as a latent simulation engine that enables coherent visual reasoning, long-term temporal consistency, and goal-driven planning. The video renderer transforms this latent simulation into realistic visual observations, effectively producing videos as a "window" into the simulated world. We trace the progression of video generation through four generations, in which the core capabilities advance step by step, ultimately culminating in a world model, built upon a video generation model, that embodies intrinsic physical plausibility, real-time multimodal interaction, and planning capabilities spanning multiple spatiotemporal scales. For each generation, we define its core characteristics, highlight representative works, and examine their application domains such as robotics, autonomous driving, and interactive gaming. Finally, we discuss open challenges and design principles for next-generation world models, including the role of agent intelligence in shaping and evaluating these systems. An up-to-date list of related works is maintained at this link.

  • 6 authors
·
Nov 11, 2025 3

Video-as-Answer: Predict and Generate Next Video Event with Joint-GRPO

While language models have become impactful in many real-world applications, video generation remains largely confined to entertainment. Motivated by video's inherent capacity to demonstrate physical-world information that is difficult to convey through language alone (e.g., imagine teaching someone to tie a tie using only text), we identify an underutilized opportunity to extend video as a new answer modality for Next-Event Prediction (NEP), formalized as Video-Next-Event Prediction (VNEP). While the established NEP task takes a video with a procedural or predictive question as input to predict the next event in text, VNEP requires dynamic video responses. This shift from telling to showing unlocks more intuitive and customized answers for procedural learning and creative exploration. However, this task remains challenging for existing models, as it demands an understanding of multimodal input, instruction-conditioned reasoning, and the generation of video with visual and semantic consistency. To address this, we introduce VANS, a model that leverages reinforcement learning to align a Vision-Language Model (VLM) with a Video Diffusion Model (VDM) for VNEP. The core of VANS is our proposed Joint-GRPO that orchestrates the VLM and VDM to function as a unit. Driven by a shared reward on their respective output, it optimizes the VLM to produce captions that are both accurate and friendly to visualize, while guiding the VDM to generate videos that are faithful to these captions and the input visual context. To enable this learning, we craft VANS-Data-100K, a dedicated dataset for the VNEP task. Experiments on procedural and predictive benchmarks demonstrate that VANS achieves state-of-the-art performance in both video event prediction and visualization. Codes are released in https://github.com/KlingTeam/VANS.

KlingTeam Kling Team
·
Nov 20, 2025 3

VS-Bench: Evaluating VLMs for Strategic Reasoning and Decision-Making in Multi-Agent Environments

Recent advancements in Vision Language Models (VLMs) have expanded their capabilities to interactive agent tasks, yet existing benchmarks remain limited to single-agent or text-only environments. In contrast, real-world scenarios often involve multiple agents interacting within rich visual and linguistic contexts, posing challenges with both multimodal observations and strategic interactions. To bridge this gap, we introduce Visual Strategic Bench (VS-Bench), a multimodal benchmark that evaluates VLMs for strategic reasoning and decision-making in multi-agent environments. VS-Bench comprises eight vision-grounded environments spanning cooperative, competitive, and mixed-motive interactions, designed to assess agents' ability to predict others' future moves and optimize for long-term objectives. We consider two complementary evaluation dimensions, including offline evaluation of strategic reasoning by next-action prediction accuracy and online evaluation of decision-making by normalized episode return. Extensive experiments of fourteen leading VLMs reveal a significant gap between current models and optimal performance, with the best models attaining 47.8% prediction accuracy and 24.3% normalized return. We further conduct in-depth analyses on multimodal observations, test-time scaling, social behaviors, and failure cases of VLM agents. By standardizing the evaluation and highlighting the limitations of existing models, we envision VS-Bench as a foundation for future research on strategic multimodal agents. Code and data are available at https://vs-bench.github.io.

  • 8 authors
·
Jun 2, 2025 3

A Survey of Interactive Generative Video

Interactive Generative Video (IGV) has emerged as a crucial technology in response to the growing demand for high-quality, interactive video content across various domains. In this paper, we define IGV as a technology that combines generative capabilities to produce diverse high-quality video content with interactive features that enable user engagement through control signals and responsive feedback. We survey the current landscape of IGV applications, focusing on three major domains: 1) gaming, where IGV enables infinite exploration in virtual worlds; 2) embodied AI, where IGV serves as a physics-aware environment synthesizer for training agents in multimodal interaction with dynamically evolving scenes; and 3) autonomous driving, where IGV provides closed-loop simulation capabilities for safety-critical testing and validation. To guide future development, we propose a comprehensive framework that decomposes an ideal IGV system into five essential modules: Generation, Control, Memory, Dynamics, and Intelligence. Furthermore, we systematically analyze the technical challenges and future directions in realizing each component for an ideal IGV system, such as achieving real-time generation, enabling open-domain control, maintaining long-term coherence, simulating accurate physics, and integrating causal reasoning. We believe that this systematic analysis will facilitate future research and development in the field of IGV, ultimately advancing the technology toward more sophisticated and practical applications.

  • 10 authors
·
Apr 30, 2025 1

Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition

Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.

  • 9 authors
·
Jun 20, 2025 5

ROCKET-1: Master Open-World Interaction with Visual-Temporal Context Prompting

Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. A key issue is the difficulty in smoothly connecting individual entities in low-level observations with abstract concepts required for planning. A common approach to address this problem is through the use of hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language and imagined observations. However, language often fails to effectively convey spatial information, while generating future images with sufficient accuracy remains challenging. To address these limitations, we propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from both past and present observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, with real-time object tracking provided by SAM-2. Our method unlocks the full potential of VLMs visual-language reasoning abilities, enabling them to solve complex creative tasks, especially those heavily reliant on spatial understanding. Experiments in Minecraft demonstrate that our approach allows agents to accomplish previously unattainable tasks, highlighting the effectiveness of visual-temporal context prompting in embodied decision-making. Codes and demos will be available on the project page: https://craftjarvis.github.io/ROCKET-1.

  • 7 authors
·
Oct 23, 2024 6

ViCrit: A Verifiable Reinforcement Learning Proxy Task for Visual Perception in VLMs

Reinforcement learning (RL) has shown great effectiveness for fine-tuning large language models (LLMs) using tasks that are challenging yet easily verifiable, such as math reasoning or code generation. However, extending this success to visual perception in vision-language models (VLMs) has been impeded by the scarcity of vision-centric tasks that are simultaneously challenging and unambiguously verifiable. To this end, we introduce ViCrit (Visual Caption Hallucination Critic), an RL proxy task that trains VLMs to localize a subtle, synthetic visual hallucination injected into paragraphs of human-written image captions. Starting from a 200-word captions, we inject a single, subtle visual description error-altering a few words on objects, attributes, counts, or spatial relations-and task the model to pinpoint the corrupted span given the image and the modified caption. This formulation preserves the full perceptual difficulty while providing a binary, exact-match reward that is easy to compute and unambiguous. Models trained with the ViCrit Task exhibit substantial gains across a variety of VL benchmarks. Crucially, the improvements transfer beyond natural-image training data to abstract image reasoning and visual math, showing promises of learning to perceive rather than barely memorizing seen objects. To facilitate evaluation, we further introduce ViCrit-Bench, a category-balanced diagnostic benchmark that systematically probes perception errors across diverse image domains and error types. Together, our results demonstrate that fine-grained hallucination criticism is an effective and generalizable objective for enhancing visual perception in VLMs.

  • 13 authors
·
Jun 11, 2025 2

Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors

Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.

  • 15 authors
·
Dec 30, 2024

Scalable Multi-Task Reinforcement Learning for Generalizable Spatial Intelligence in Visuomotor Agents

While Reinforcement Learning (RL) has achieved remarkable success in language modeling, its triumph hasn't yet fully translated to visuomotor agents. A primary challenge in RL models is their tendency to overfit specific tasks or environments, thereby hindering the acquisition of generalizable behaviors across diverse settings. This paper provides a preliminary answer to this challenge by demonstrating that RL-finetuned visuomotor agents in Minecraft can achieve zero-shot generalization to unseen worlds. Specifically, we explore RL's potential to enhance generalizable spatial reasoning and interaction capabilities in 3D worlds. To address challenges in multi-task RL representation, we analyze and establish cross-view goal specification as a unified multi-task goal space for visuomotor policies. Furthermore, to overcome the significant bottleneck of manual task design, we propose automated task synthesis within the highly customizable Minecraft environment for large-scale multi-task RL training, and we construct an efficient distributed RL framework to support this. Experimental results show RL significantly boosts interaction success rates by 4times and enables zero-shot generalization of spatial reasoning across diverse environments, including real-world settings. Our findings underscore the immense potential of RL training in 3D simulated environments, especially those amenable to large-scale task generation, for significantly advancing visuomotor agents' spatial reasoning.

  • 6 authors
·
Jul 31, 2025 4

VP3D: Unleashing 2D Visual Prompt for Text-to-3D Generation

Recent innovations on text-to-3D generation have featured Score Distillation Sampling (SDS), which enables the zero-shot learning of implicit 3D models (NeRF) by directly distilling prior knowledge from 2D diffusion models. However, current SDS-based models still struggle with intricate text prompts and commonly result in distorted 3D models with unrealistic textures or cross-view inconsistency issues. In this work, we introduce a novel Visual Prompt-guided text-to-3D diffusion model (VP3D) that explicitly unleashes the visual appearance knowledge in 2D visual prompt to boost text-to-3D generation. Instead of solely supervising SDS with text prompt, VP3D first capitalizes on 2D diffusion model to generate a high-quality image from input text, which subsequently acts as visual prompt to strengthen SDS optimization with explicit visual appearance. Meanwhile, we couple the SDS optimization with additional differentiable reward function that encourages rendering images of 3D models to better visually align with 2D visual prompt and semantically match with text prompt. Through extensive experiments, we show that the 2D Visual Prompt in our VP3D significantly eases the learning of visual appearance of 3D models and thus leads to higher visual fidelity with more detailed textures. It is also appealing in view that when replacing the self-generating visual prompt with a given reference image, VP3D is able to trigger a new task of stylized text-to-3D generation. Our project page is available at https://vp3d-cvpr24.github.io.

  • 5 authors
·
Mar 25, 2024 1

A Benchmark for Generalizing Across Diverse Team Strategies in Competitive Pokémon

Developing AI agents that can robustly adapt to dramatically different strategic landscapes without retraining is a central challenge for multi-agent learning. Pok\'emon Video Game Championships (VGC) is a domain with an extraordinarily large space of possible team configurations of approximately 10^{139} - far larger than those of Dota or Starcraft. The highly discrete, combinatorial nature of team building in Pok\'emon VGC causes optimal strategies to shift dramatically depending on both the team being piloted and the opponent's team, making generalization uniquely challenging. To advance research on this problem, we introduce VGC-Bench: a benchmark that provides critical infrastructure, standardizes evaluation protocols, and supplies human-play datasets and a range of baselines - from large-language-model agents and behavior cloning to reinforcement learning and empirical game-theoretic methods such as self-play, fictitious play, and double oracle. In the restricted setting where an agent is trained and evaluated on a single-team configuration, our methods are able to win against a professional VGC competitor. We extensively evaluated all baseline methods over progressively larger team sets and find that even the best-performing algorithm in the single-team setting struggles at scaling up as team size grows. Thus, policy generalization across diverse team strategies remains an open challenge for the community. Our code is open sourced at https://github.com/cameronangliss/VGC-Bench.

  • 5 authors
·
Jun 11, 2025

HOLODECK 2.0: Vision-Language-Guided 3D World Generation with Editing

3D scene generation plays a crucial role in gaming, artistic creation, virtual reality and many other domains. However, current 3D scene design still relies heavily on extensive manual effort from creators, and existing automated methods struggle to generate open-domain scenes or support flexible editing. As a result, generating 3D worlds directly from text has garnered increasing attention. In this paper, we introduce HOLODECK 2.0, an advanced vision-language-guided framework for 3D world generation with support for interactive scene editing based on human feedback. HOLODECK 2.0 can generate diverse and stylistically rich 3D scenes (e.g., realistic, cartoon, anime, and cyberpunk styles) that exhibit high semantic fidelity to fine-grained input descriptions, suitable for both indoor and open-domain environments. HOLODECK 2.0 leverages vision-language models (VLMs) to identify and parse the objects required in a scene and generates corresponding high-quality assets via state-of-the-art 3D generative models. It then iteratively applies spatial constraints derived from the VLMs to achieve semantically coherent and physically plausible layouts. Human evaluations and CLIP-based assessments demonstrate that HOLODECK 2.0 effectively generates high-quality scenes closely aligned with detailed textual descriptions, consistently outperforming baselines across indoor and open-domain scenarios. Additionally, we provide editing capabilities that flexibly adapt to human feedback, supporting layout refinement and style-consistent object edits. Finally, we present a practical application of HOLODECK 2.0 in procedural game modeling, generating visually rich and immersive environments, potentially boosting efficiency.

  • 4 authors
·
Aug 7, 2025

Reasoning via Video: The First Evaluation of Video Models' Reasoning Abilities through Maze-Solving Tasks

Video Models have achieved remarkable success in high-fidelity video generation with coherent motion dynamics. Analogous to the development from text generation to text-based reasoning in language modeling, the development of video models motivates us to ask: Can video models reason via video generation? Compared with the discrete text corpus, video grounds reasoning in explicit spatial layouts and temporal continuity, which serves as an ideal substrate for spatial reasoning. In this work, we explore the reasoning via video paradigm and introduce VR-Bench -- a comprehensive benchmark designed to systematically evaluate video models' reasoning capabilities. Grounded in maze-solving tasks that inherently require spatial planning and multi-step reasoning, VR-Bench contains 7,920 procedurally generated videos across five maze types and diverse visual styles. Our empirical analysis demonstrates that SFT can efficiently elicit the reasoning ability of video model. Video models exhibit stronger spatial perception during reasoning, outperforming leading VLMs and generalizing well across diverse scenarios, tasks, and levels of complexity. We further discover a test-time scaling effect, where diverse sampling during inference improves reasoning reliability by 10--20%. These findings highlight the unique potential and scalability of reasoning via video for spatial reasoning tasks.

  • 11 authors
·
Nov 18, 2025 4

CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning

Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the GamePhysics dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/

  • 3 authors
·
Mar 21, 2022

Text-to-Vector Generation with Neural Path Representation

Vector graphics are widely used in digital art and highly favored by designers due to their scalability and layer-wise properties. However, the process of creating and editing vector graphics requires creativity and design expertise, making it a time-consuming task. Recent advancements in text-to-vector (T2V) generation have aimed to make this process more accessible. However, existing T2V methods directly optimize control points of vector graphics paths, often resulting in intersecting or jagged paths due to the lack of geometry constraints. To overcome these limitations, we propose a novel neural path representation by designing a dual-branch Variational Autoencoder (VAE) that learns the path latent space from both sequence and image modalities. By optimizing the combination of neural paths, we can incorporate geometric constraints while preserving expressivity in generated SVGs. Furthermore, we introduce a two-stage path optimization method to improve the visual and topological quality of generated SVGs. In the first stage, a pre-trained text-to-image diffusion model guides the initial generation of complex vector graphics through the Variational Score Distillation (VSD) process. In the second stage, we refine the graphics using a layer-wise image vectorization strategy to achieve clearer elements and structure. We demonstrate the effectiveness of our method through extensive experiments and showcase various applications. The project page is https://intchous.github.io/T2V-NPR.

  • 3 authors
·
May 16, 2024

VR-Thinker: Boosting Video Reward Models through Thinking-with-Image Reasoning

Recent advancements in multimodal reward models (RMs) have substantially improved post-training for visual generative models. However, current RMs face inherent limitations: (1) visual inputs consume large context budgets, forcing fewer frames and causing loss of fine-grained details; and (2) all visual information is packed into the initial prompt, exacerbating hallucination and forgetting during chain-of-thought reasoning. To overcome these issues, we introduce VideoReward Thinker (VR-Thinker), a thinking-with-image framework that equips the RM with visual reasoning operations (e.g., select frame) and a configurable visual memory window. This allows the RM to actively acquire and update visual evidence within context limits, improving reasoning fidelity and reliability. We activate visual reasoning via a reinforcement fine-tuning pipeline: (i) Cold Start with curated visual chain-of-thought data to distill basic reasoning skills and operation formatting; (ii) select samples whose per-dimension and overall judgments are all correct, then conduct Rejection sampling Fine-Tuning on these high-quality traces to further enhance reasoning; and (iii) apply Group Relative Policy Optimization (GRPO) to strengthen reasoning. Our approach delivers state-of-the-art accuracy among open-source models on video preference benchmarks, especially for longer videos: a 7B VR-Thinker achieves 80.5% on VideoGen Reward, 82.3% on GenAI-Bench, and 75.6% on MJ-Bench-Video. These results validate the effectiveness and promise of thinking-with-image multimodal reward modeling.

NJU-LINK NJU-LINK Lab
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Oct 12, 2025 2