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Nov 20

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 3

RPGBENCH: Evaluating Large Language Models as Role-Playing Game Engines

We present RPGBench, the first benchmark designed to evaluate large language models (LLMs) as text-based role-playing game (RPG) engines. RPGBench comprises two core tasks: Game Creation (GC) and Game Simulation (GS). In GC, an LLM must craft a valid and playable RPG world using a structured event-state representation, ensuring logical coherence and proper termination conditions. In GS, the LLM simulates interactive gameplay across multiple rounds while consistently updating states and enforcing game rules. To comprehensively assess performance, RPGBench integrates objective and subjective evaluation methodologies. Objective measures verify adherence to event mechanics and check variable updates without requiring human intervention. Subjective measures, such as content interestingness, action quality, and role-playing capability, are evaluated via an LLM-as-a-judge framework, where a strong LLM grades each candidate's outputs. Empirical results demonstrate that state-of-the-art LLMs can produce engaging stories but often struggle to implement consistent, verifiable game mechanics, particularly in long or complex scenarios. By combining structured, rule-based assessments with LLM-based judgments, RPGBench provides a new standard for evaluating how well LLMs can balance creativity, coherence, and complexity in text-based RPGs, opening avenues for more immersive and controllable interactive storytelling.

  • 11 authors
·
Feb 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 5

GameGen-X: Interactive Open-world Game Video Generation

We introduce GameGen-X, the first diffusion transformer model specifically designed for both generating and interactively controlling open-world game videos. This model facilitates high-quality, open-domain generation by simulating an extensive array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, predicting and altering future content based on the current clip, thus allowing for gameplay simulation. To realize this vision, we first collected and built an Open-World Video Game Dataset from scratch. It is the first and largest dataset for open-world game video generation and control, which comprises over a million diverse gameplay video clips sampling from over 150 games with informative captions from GPT-4o. GameGen-X undergoes a two-stage training process, consisting of foundation model pre-training and instruction tuning. Firstly, the model was pre-trained via text-to-video generation and video continuation, endowing it with the capability for long-sequence, high-quality open-domain game video generation. Further, to achieve interactive controllability, we designed InstructNet to incorporate game-related multi-modal control signal experts. This allows the model to adjust latent representations based on user inputs, unifying character interaction and scene content control for the first time in video generation. During instruction tuning, only the InstructNet is updated while the pre-trained foundation model is frozen, enabling the integration of interactive controllability without loss of diversity and quality of generated video content.

  • 5 authors
·
Nov 1, 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

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 2

Preference-conditioned Pixel-based AI Agent For Game Testing

The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and game testing do not scale effectively in terms of time and cost. Game-testing AI agents that learn by interaction with the environment have the potential to mitigate these challenges with good scalability properties on time and costs. However, most recent work in this direction depends on game state information for the agent's state representation, which limits generalization across different game scenarios. Moreover, game test engineers usually prefer exploring a game in a specific style, such as exploring the golden path. However, current game testing AI agents do not provide an explicit way to satisfy such a preference. This paper addresses these limitations by proposing an agent design that mainly depends on pixel-based state observations while exploring the environment conditioned on a user's preference specified by demonstration trajectories. In addition, we propose an imitation learning method that couples self-supervised and supervised learning objectives to enhance the quality of imitation behaviors. Our agent significantly outperforms state-of-the-art pixel-based game testing agents over exploration coverage and test execution quality when evaluated on a complex open-world environment resembling many aspects of real AAA games.

  • 3 authors
·
Aug 18, 2023

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

Sketch2Scene: Automatic Generation of Interactive 3D Game Scenes from User's Casual Sketches

3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating interactive and playable 3D game scenes, all from the user's casual prompts such as a hand-drawn sketch. Sketch-based input offers a natural, and convenient way to convey the user's design intention in the content creation process. To circumvent the data-deficient challenge in learning (i.e. the lack of large training data of 3D scenes), our method leverages a pre-trained 2D denoising diffusion model to generate a 2D image of the scene as the conceptual guidance. In this process, we adopt the isometric projection mode to factor out unknown camera poses while obtaining the scene layout. From the generated isometric image, we use a pre-trained image understanding method to segment the image into meaningful parts, such as off-ground objects, trees, and buildings, and extract the 2D scene layout. These segments and layouts are subsequently fed into a procedural content generation (PCG) engine, such as a 3D video game engine like Unity or Unreal, to create the 3D scene. The resulting 3D scene can be seamlessly integrated into a game development environment and is readily playable. Extensive tests demonstrate that our method can efficiently generate high-quality and interactive 3D game scenes with layouts that closely follow the user's intention.

  • 8 authors
·
Aug 8, 2024 2

Large Language Models are Pretty Good Zero-Shot Video Game Bug Detectors

Video game testing requires game-specific knowledge as well as common sense reasoning about the events in the game. While AI-driven agents can satisfy the first requirement, it is not yet possible to meet the second requirement automatically. Therefore, video game testing often still relies on manual testing, and human testers are required to play the game thoroughly to detect bugs. As a result, it is challenging to fully automate game testing. In this study, we explore the possibility of leveraging the zero-shot capabilities of large language models for video game bug detection. By formulating the bug detection problem as a question-answering task, we show that large language models can identify which event is buggy in a sequence of textual descriptions of events from a game. To this end, we introduce the GameBugDescriptions benchmark dataset, which consists of 167 buggy gameplay videos and a total of 334 question-answer pairs across 8 games. We extensively evaluate the performance of six models across the OPT and InstructGPT large language model families on our benchmark dataset. Our results show promising results for employing language models to detect video game bugs. With the proper prompting technique, we could achieve an accuracy of 70.66%, and on some video games, up to 78.94%. Our code, evaluation data and the benchmark can be found on https://asgaardlab.github.io/LLMxBugs

  • 5 authors
·
Oct 5, 2022

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 2

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.

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

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 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

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

Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games

Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network architectures which, when combined with a procedural loot generation system, are able to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions. The first is based on a dense embedding of the categorical input space that abstracts the discrete observation model and renders trained agents more able to generalize. The second proposed architecture is more general and is based on a Transformer network able to reason relationally about input and input attributes. Our experimental evaluation demonstrates that new agents have better adaptation capacity with respect to a baseline architecture, making this framework more robust to dynamic gameplay changes during development. Based on the results shown in this paper, we believe that these solutions represent a step forward towards making DRL more accessible to the gaming industry.

  • 3 authors
·
Dec 7, 2020

ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation

This paper presents the second ChatGPT4PCG competition at the 2024 IEEE Conference on Games. In this edition of the competition, we follow the first edition, but make several improvements and changes. We introduce a new evaluation metric along with allowing a more flexible format for participants' submissions and making several improvements to the evaluation pipeline. Continuing from the first edition, we aim to foster and explore the realm of prompt engineering (PE) for procedural content generation (PCG). While the first competition saw success, it was hindered by various limitations; we aim to mitigate these limitations in this edition. We introduce diversity as a new metric to discourage submissions aimed at producing repetitive structures. Furthermore, we allow submission of a Python program instead of a prompt text file for greater flexibility in implementing advanced PE approaches, which may require control flow, including conditions and iterations. We also make several improvements to the evaluation pipeline with a better classifier for similarity evaluation and better-performing function signatures. We thoroughly evaluate the effectiveness of the new metric and the improved classifier. Additionally, we perform an ablation study to select a function signature to instruct ChatGPT for level generation. Finally, we provide implementation examples of various PE techniques in Python and evaluate their preliminary performance. We hope this competition serves as a resource and platform for learning about PE and PCG in general.

  • 8 authors
·
Mar 4, 2024

STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models

Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.

  • 3 authors
·
Jun 9, 2024

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

GASP: Gaussian Splatting for Physic-Based Simulations

Physics simulation is paramount for modeling and utilizing 3D scenes in various real-world applications. However, integrating with state-of-the-art 3D scene rendering techniques such as Gaussian Splatting (GS) remains challenging. Existing models use additional meshing mechanisms, including triangle or tetrahedron meshing, marching cubes, or cage meshes. Alternatively, we can modify the physics-grounded Newtonian dynamics to align with 3D Gaussian components. Current models take the first-order approximation of a deformation map, which locally approximates the dynamics by linear transformations. In contrast, our GS for Physics-Based Simulations (GASP) pipeline uses parametrized flat Gaussian distributions. Consequently, the problem of modeling Gaussian components using the physics engine is reduced to working with 3D points. In our work, we present additional rules for manipulating Gaussians, demonstrating how to adapt the pipeline to incorporate meshes, control Gaussian sizes during simulations, and enhance simulation efficiency. This is achieved through the Gaussian grouping strategy, which implements hierarchical structuring and enables simulations to be performed exclusively on selected Gaussians. The resulting solution can be integrated into any physics engine that can be treated as a black box. As demonstrated in our studies, the proposed pipeline exhibits superior performance on a diverse range of benchmark datasets designed for 3D object rendering. The project webpage, which includes additional visualizations, can be found at https://waczjoan.github.io/GASP.

  • 6 authors
·
Sep 9, 2024

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.

TMGBench: A Systematic Game Benchmark for Evaluating Strategic Reasoning Abilities of LLMs

The rapid advancement of large language models (LLMs) has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate LLMs' strategic reasoning capabilities, game theory, with its concise structure, has become a preferred approach. However, current research focuses on a limited selection of games, resulting in low coverage. Classic game scenarios risk data leakage, and existing benchmarks often lack extensibility, making them inadequate for evaluating state-of-the-art models. To address these challenges, we propose TMGBench, a benchmark with comprehensive game type coverage, novel scenarios, and flexible organization. Specifically, we incorporate all 144 game types summarized by the Robinson-Goforth topology of 2x2 games, constructed as classic games. We also employ synthetic data generation to create diverse, higher-quality scenarios through topic guidance and human inspection, referred to as story-based games. Lastly, we provide a sustainable framework for increasingly powerful LLMs by treating these games as atomic units and organizing them into more complex forms via sequential, parallel, and nested structures. Our comprehensive evaluation of mainstream LLMs covers tests on rational reasoning, robustness, Theory-of-Mind (ToM), and reasoning in complex forms. Results reveal flaws in accuracy, consistency, and varying mastery of ToM. Additionally, o1-mini, OpenAI's latest reasoning model, achieved accuracy rates of 66.6%, 60.0%, and 70.0% on sequential, parallel, and nested games, highlighting TMGBench's challenges.

  • 6 authors
·
Oct 14, 2024

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 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 3

Training Agents Inside of Scalable World Models

World models learn general knowledge from videos and simulate experience for training behaviors in imagination, offering a path towards intelligent agents. However, previous world models have been unable to accurately predict object interactions in complex environments. We introduce Dreamer 4, a scalable agent that learns to solve control tasks by reinforcement learning inside of a fast and accurate world model. In the complex video game Minecraft, the world model accurately predicts object interactions and game mechanics, outperforming previous world models by a large margin. The world model achieves real-time interactive inference on a single GPU through a shortcut forcing objective and an efficient transformer architecture. Moreover, the world model learns general action conditioning from only a small amount of data, allowing it to extract the majority of its knowledge from diverse unlabeled videos. We propose the challenge of obtaining diamonds in Minecraft from only offline data, aligning with practical applications such as robotics where learning from environment interaction can be unsafe and slow. This task requires choosing sequences of over 20,000 mouse and keyboard actions from raw pixels. By learning behaviors in imagination, Dreamer 4 is the first agent to obtain diamonds in Minecraft purely from offline data, without environment interaction. Our work provides a scalable recipe for imagination training, marking a step towards intelligent agents.

  • 3 authors
·
Sep 29

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

SimWorld: A Unified Benchmark for Simulator-Conditioned Scene Generation via World Model

With the rapid advancement of autonomous driving technology, a lack of data has become a major obstacle to enhancing perception model accuracy. Researchers are now exploring controllable data generation using world models to diversify datasets. However, previous work has been limited to studying image generation quality on specific public datasets. There is still relatively little research on how to build data generation engines for real-world application scenes to achieve large-scale data generation for challenging scenes. In this paper, a simulator-conditioned scene generation engine based on world model is proposed. By constructing a simulation system consistent with real-world scenes, simulation data and labels, which serve as the conditions for data generation in the world model, for any scenes can be collected. It is a novel data generation pipeline by combining the powerful scene simulation capabilities of the simulation engine with the robust data generation capabilities of the world model. In addition, a benchmark with proportionally constructed virtual and real data, is provided for exploring the capabilities of world models in real-world scenes. Quantitative results show that these generated images significantly improve downstream perception models performance. Finally, we explored the generative performance of the world model in urban autonomous driving scenarios. All the data and code will be available at https://github.com/Li-Zn-H/SimWorld.

  • 6 authors
·
Mar 18

Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft

Reproducing game bugs, particularly crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate; insights from a key decision maker from Minecraft we interviewed confirm this, highlighting that a substantial portion of crash reports necessitate manual scenario reconstruction. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. On BugCraft-Bench, our framework end-to-end reproduced 34.9% of crash bugs with GPT-4.1, outperforming baseline computer-use models by 37%. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. Finally, we make our code open at https://bugcraft2025.github.io

  • 3 authors
·
Mar 25 1

Fantastic Copyrighted Beasts and How (Not) to Generate Them

Recent studies show that image and video generation models can be prompted to reproduce copyrighted content from their training data, raising serious legal concerns around copyright infringement. Copyrighted characters, in particular, pose a difficult challenge for image generation services, with at least one lawsuit already awarding damages based on the generation of these characters. Yet, little research has empirically examined this issue. We conduct a systematic evaluation to fill this gap. First, we build CopyCat, an evaluation suite consisting of diverse copyrighted characters and a novel evaluation pipeline. Our evaluation considers both the detection of similarity to copyrighted characters and generated image's consistency with user input. Our evaluation systematically shows that both image and video generation models can still generate characters even if characters' names are not explicitly mentioned in the prompt, sometimes with only two generic keywords (e.g., prompting with "videogame, plumber" consistently generates Nintendo's Mario character). We then introduce techniques to semi-automatically identify such keywords or descriptions that trigger character generation. Using our evaluation suite, we study runtime mitigation strategies, including both existing methods and new strategies we propose. Our findings reveal that commonly employed strategies, such as prompt rewriting in the DALL-E system, are not sufficient as standalone guardrails. These strategies must be coupled with other approaches, like negative prompting, to effectively reduce the unintended generation of copyrighted characters. Our work provides empirical grounding to the discussion of copyright mitigation strategies and offers actionable insights for model deployers actively implementing them.

  • 10 authors
·
Jun 20, 2024

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
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Aug 7

GS-Verse: Mesh-based Gaussian Splatting for Physics-aware Interaction in Virtual Reality

As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant limitations, including reliance on engineering-intensive processes and simplified geometric representations, such as tetrahedral cages, which can compromise visual fidelity and physical accuracy. In this paper, we introduce GS-Verse (Gaussian Splatting for Virtual Environment Rendering and Scene Editing), a novel method designed to overcome these challenges by directly integrating an object's mesh with a Gaussian Splatting (GS) representation. Our approach enables more precise surface approximation, leading to highly realistic deformations and interactions. By leveraging existing 3D mesh assets, GS-Verse facilitates seamless content reuse and simplifies the development workflow. Moreover, our system is designed to be physics-engine-agnostic, granting developers robust deployment flexibility. This versatile architecture delivers a highly realistic, adaptable, and intuitive approach to interactive 3D manipulation. We rigorously validate our method against the current state-of-the-art technique that couples VR with GS in a comparative user study involving 18 participants. Specifically, we demonstrate that our approach is statistically significantly better for physics-aware stretching manipulation and is also more consistent in other physics-based manipulations like twisting and shaking. Further evaluation across various interactions and scenes confirms that our method consistently delivers high and reliable performance, showing its potential as a plausible alternative to existing methods.

  • 7 authors
·
Oct 13

GenSim: Generating Robotic Simulation Tasks via Large Language Models

Collecting large amounts of real-world interaction data to train general robotic policies is often prohibitively expensive, thus motivating the use of simulation data. However, existing methods for data generation have generally focused on scene-level diversity (e.g., object instances and poses) rather than task-level diversity, due to the human effort required to come up with and verify novel tasks. This has made it challenging for policies trained on simulation data to demonstrate significant task-level generalization. In this paper, we propose to automatically generate rich simulation environments and expert demonstrations by exploiting a large language models' (LLM) grounding and coding ability. Our approach, dubbed GenSim, has two modes: goal-directed generation, wherein a target task is given to the LLM and the LLM proposes a task curriculum to solve the target task, and exploratory generation, wherein the LLM bootstraps from previous tasks and iteratively proposes novel tasks that would be helpful in solving more complex tasks. We use GPT4 to expand the existing benchmark by ten times to over 100 tasks, on which we conduct supervised finetuning and evaluate several LLMs including finetuned GPTs and Code Llama on code generation for robotic simulation tasks. Furthermore, we observe that LLMs-generated simulation programs can enhance task-level generalization significantly when used for multitask policy training. We further find that with minimal sim-to-real adaptation, the multitask policies pretrained on GPT4-generated simulation tasks exhibit stronger transfer to unseen long-horizon tasks in the real world and outperform baselines by 25%. See the project website (https://liruiw.github.io/gensim) for code, demos, and videos.

  • 9 authors
·
Oct 2, 2023

GENIE: Gaussian Encoding for Neural Radiance Fields Interactive Editing

Neural Radiance Fields (NeRF) and Gaussian Splatting (GS) have recently transformed 3D scene representation and rendering. NeRF achieves high-fidelity novel view synthesis by learning volumetric representations through neural networks, but its implicit encoding makes editing and physical interaction challenging. In contrast, GS represents scenes as explicit collections of Gaussian primitives, enabling real-time rendering, faster training, and more intuitive manipulation. This explicit structure has made GS particularly well-suited for interactive editing and integration with physics-based simulation. In this paper, we introduce GENIE (Gaussian Encoding for Neural Radiance Fields Interactive Editing), a hybrid model that combines the photorealistic rendering quality of NeRF with the editable and structured representation of GS. Instead of using spherical harmonics for appearance modeling, we assign each Gaussian a trainable feature embedding. These embeddings are used to condition a NeRF network based on the k nearest Gaussians to each query point. To make this conditioning efficient, we introduce Ray-Traced Gaussian Proximity Search (RT-GPS), a fast nearest Gaussian search based on a modified ray-tracing pipeline. We also integrate a multi-resolution hash grid to initialize and update Gaussian features. Together, these components enable real-time, locality-aware editing: as Gaussian primitives are repositioned or modified, their interpolated influence is immediately reflected in the rendered output. By combining the strengths of implicit and explicit representations, GENIE supports intuitive scene manipulation, dynamic interaction, and compatibility with physical simulation, bridging the gap between geometry-based editing and neural rendering. The code can be found under (https://github.com/MikolajZielinski/genie)

  • 4 authors
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Aug 4 2

Rolling Forcing: Autoregressive Long Video Diffusion in Real Time

Streaming video generation, as one fundamental component in interactive world models and neural game engines, aims to generate high-quality, low-latency, and temporally coherent long video streams. However, most existing work suffers from severe error accumulation that often significantly degrades the generated stream videos over long horizons. We design Rolling Forcing, a novel video generation technique that enables streaming long videos with minimal error accumulation. Rolling Forcing comes with three novel designs. First, instead of iteratively sampling individual frames, which accelerates error propagation, we design a joint denoising scheme that simultaneously denoises multiple frames with progressively increasing noise levels. This design relaxes the strict causality across adjacent frames, effectively suppressing error growth. Second, we introduce the attention sink mechanism into the long-horizon stream video generation task, which allows the model to keep key value states of initial frames as a global context anchor and thereby enhances long-term global consistency. Third, we design an efficient training algorithm that enables few-step distillation over largely extended denoising windows. This algorithm operates on non-overlapping windows and mitigates exposure bias conditioned on self-generated histories. Extensive experiments show that Rolling Forcing enables real-time streaming generation of multi-minute videos on a single GPU, with substantially reduced error accumulation.

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

3D-GPT: Procedural 3D Modeling with Large Language Models

In the pursuit of efficient automated content creation, procedural generation, leveraging modifiable parameters and rule-based systems, emerges as a promising approach. Nonetheless, it could be a demanding endeavor, given its intricate nature necessitating a deep understanding of rules, algorithms, and parameters. To reduce workload, we introduce 3D-GPT, a framework utilizing large language models~(LLMs) for instruction-driven 3D modeling. 3D-GPT positions LLMs as proficient problem solvers, dissecting the procedural 3D modeling tasks into accessible segments and appointing the apt agent for each task. 3D-GPT integrates three core agents: the task dispatch agent, the conceptualization agent, and the modeling agent. They collaboratively achieve two objectives. First, it enhances concise initial scene descriptions, evolving them into detailed forms while dynamically adapting the text based on subsequent instructions. Second, it integrates procedural generation, extracting parameter values from enriched text to effortlessly interface with 3D software for asset creation. Our empirical investigations confirm that 3D-GPT not only interprets and executes instructions, delivering reliable results but also collaborates effectively with human designers. Furthermore, it seamlessly integrates with Blender, unlocking expanded manipulation possibilities. Our work highlights the potential of LLMs in 3D modeling, offering a basic framework for future advancements in scene generation and animation.

  • 6 authors
·
Oct 19, 2023 2

ZeroSumEval: Scaling LLM Evaluation with Inter-Model Competition

Evaluating the capabilities of Large Language Models (LLMs) has traditionally relied on static benchmark datasets, human assessments, or model-based evaluations - methods that often suffer from overfitting, high costs, and biases. ZeroSumEval is a novel competition-based evaluation protocol that leverages zero-sum games to assess LLMs with dynamic benchmarks that resist saturation. ZeroSumEval encompasses a diverse suite of games, including security challenges (PyJail), classic games (Chess, Liar's Dice, Poker), knowledge tests (MathQuiz), and persuasion challenges (Gandalf, Debate). These games are designed to evaluate a range of AI capabilities such as strategic reasoning, planning, knowledge application, and creativity. Building upon recent studies that highlight the effectiveness of game-based evaluations for LLMs, ZeroSumEval enhances these approaches by providing a standardized and extensible framework. To demonstrate this, we conduct extensive experiments with >7000 simulations across 7 games and 13 models. Our results show that while frontier models from the GPT and Claude families can play common games and answer questions, they struggle to play games that require creating novel and challenging questions. We also observe that models cannot reliably jailbreak each other and fail generally at tasks requiring creativity. We release our code at https://github.com/facebookresearch/ZeroSumEval.

  • 5 authors
·
Apr 16

StarCraft II: A New Challenge for Reinforcement Learning

This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.

  • 25 authors
·
Aug 16, 2017

RoboVerse: Towards a Unified Platform, Dataset and Benchmark for Scalable and Generalizable Robot Learning

Data scaling and standardized evaluation benchmarks have driven significant advances in natural language processing and computer vision. However, robotics faces unique challenges in scaling data and establishing evaluation protocols. Collecting real-world data is resource-intensive and inefficient, while benchmarking in real-world scenarios remains highly complex. Synthetic data and simulation offer promising alternatives, yet existing efforts often fall short in data quality, diversity, and benchmark standardization. To address these challenges, we introduce RoboVerse, a comprehensive framework comprising a simulation platform, a synthetic dataset, and unified benchmarks. Our simulation platform supports multiple simulators and robotic embodiments, enabling seamless transitions between different environments. The synthetic dataset, featuring high-fidelity physics and photorealistic rendering, is constructed through multiple approaches. Additionally, we propose unified benchmarks for imitation learning and reinforcement learning, enabling evaluation across different levels of generalization. At the core of the simulation platform is MetaSim, an infrastructure that abstracts diverse simulation environments into a universal interface. It restructures existing simulation environments into a simulator-agnostic configuration system, as well as an API aligning different simulator functionalities, such as launching simulation environments, loading assets with initial states, stepping the physics engine, etc. This abstraction ensures interoperability and extensibility. Comprehensive experiments demonstrate that RoboVerse enhances the performance of imitation learning, reinforcement learning, world model learning, and sim-to-real transfer. These results validate the reliability of our dataset and benchmarks, establishing RoboVerse as a robust solution for advancing robot learning.

LatticeWorld: A Multimodal Large Language Model-Empowered Framework for Interactive Complex World Generation

Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving, entertainment, etc. A more realistic simulation with accurate physics will effectively narrow the sim-to-real gap and allow us to gather rich information about the real world conveniently. While traditional manual modeling has enabled the creation of virtual 3D scenes, modern approaches have leveraged advanced machine learning algorithms for 3D world generation, with most recent advances focusing on generative methods that can create virtual worlds based on user instructions. This work explores such a research direction by proposing LatticeWorld, a simple yet effective 3D world generation framework that streamlines the industrial production pipeline of 3D environments. LatticeWorld leverages lightweight LLMs (LLaMA-2-7B) alongside the industry-grade rendering engine (e.g., Unreal Engine 5) to generate a dynamic environment. Our proposed framework accepts textual descriptions and visual instructions as multimodal inputs and creates large-scale 3D interactive worlds with dynamic agents, featuring competitive multi-agent interaction, high-fidelity physics simulation, and real-time rendering. We conduct comprehensive experiments to evaluate LatticeWorld, showing that it achieves superior accuracy in scene layout generation and visual fidelity. Moreover, LatticeWorld achieves over a 90times increase in industrial production efficiency while maintaining high creative quality compared with traditional manual production methods. Our demo video is available at https://youtu.be/8VWZXpERR18

PokerGPT: An End-to-End Lightweight Solver for Multi-Player Texas Hold'em via Large Language Model

Poker, also known as Texas Hold'em, has always been a typical research target within imperfect information games (IIGs). IIGs have long served as a measure of artificial intelligence (AI) development. Representative prior works, such as DeepStack and Libratus heavily rely on counterfactual regret minimization (CFR) to tackle heads-up no-limit Poker. However, it is challenging for subsequent researchers to learn CFR from previous models and apply it to other real-world applications due to the expensive computational cost of CFR iterations. Additionally, CFR is difficult to apply to multi-player games due to the exponential growth of the game tree size. In this work, we introduce PokerGPT, an end-to-end solver for playing Texas Hold'em with arbitrary number of players and gaining high win rates, established on a lightweight large language model (LLM). PokerGPT only requires simple textual information of Poker games for generating decision-making advice, thus guaranteeing the convenient interaction between AI and humans. We mainly transform a set of textual records acquired from real games into prompts, and use them to fine-tune a lightweight pre-trained LLM using reinforcement learning human feedback technique. To improve fine-tuning performance, we conduct prompt engineering on raw data, including filtering useful information, selecting behaviors of players with high win rates, and further processing them into textual instruction using multiple prompt engineering techniques. Through the experiments, we demonstrate that PokerGPT outperforms previous approaches in terms of win rate, model size, training time, and response speed, indicating the great potential of LLMs in solving IIGs.

  • 5 authors
·
Jan 4, 2024 1

CharacterBox: Evaluating the Role-Playing Capabilities of LLMs in Text-Based Virtual Worlds

Role-playing is a crucial capability of Large Language Models (LLMs), enabling a wide range of practical applications, including intelligent non-player characters, digital twins, and emotional companions. Evaluating this capability in LLMs is challenging due to the complex dynamics involved in role-playing, such as maintaining character fidelity throughout a storyline and navigating open-ended narratives without a definitive ground truth. Current evaluation methods, which primarily focus on question-answering or conversational snapshots, fall short of adequately capturing the nuanced character traits and behaviors essential for authentic role-playing. In this paper, we propose CharacterBox, which is a simulation sandbox designed to generate situational fine-grained character behavior trajectories. These behavior trajectories enable a more comprehensive and in-depth evaluation of role-playing capabilities. CharacterBox consists of two main components: the character agent and the narrator agent. The character agent, grounded in psychological and behavioral science, exhibits human-like behaviors, while the narrator agent coordinates interactions between character agents and environmental changes. Additionally, we introduce two trajectory-based methods that leverage CharacterBox to enhance LLM performance. To reduce costs and facilitate the adoption of CharacterBox by public communities, we fine-tune two smaller models, CharacterNR and CharacterRM, as substitutes for GPT API calls, and demonstrate their competitive performance compared to advanced GPT APIs.

  • 8 authors
·
Dec 7, 2024

From Natural Language to Extensive-Form Game Representations

We introduce a framework for translating game descriptions in natural language into extensive-form representations in game theory, leveraging Large Language Models (LLMs) and in-context learning. Given the varying levels of strategic complexity in games, such as perfect versus imperfect information, directly applying in-context learning would be insufficient. To address this, we introduce a two-stage framework with specialized modules to enhance in-context learning, enabling it to divide and conquer the problem effectively. In the first stage, we tackle the challenge of imperfect information by developing a module that identifies information sets along and the corresponding partial tree structure. With this information, the second stage leverages in-context learning alongside a self-debugging module to produce a complete extensive-form game tree represented using pygambit, the Python API of a recognized game-theoretic analysis tool called Gambit. Using this python representation enables the automation of tasks such as computing Nash equilibria directly from natural language descriptions. We evaluate the performance of the full framework, as well as its individual components, using various LLMs on games with different levels of strategic complexity. Our experimental results show that the framework significantly outperforms baseline models in generating accurate extensive-form games, with each module playing a critical role in its success.

  • 3 authors
·
Jan 28

SPRING: GPT-4 Out-performs RL Algorithms by Studying Papers and Reasoning

Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.

  • 8 authors
·
May 24, 2023

HeroBench: A Benchmark for Long-Horizon Planning and Structured Reasoning in Virtual Worlds

Large language models (LLMs) have shown remarkable capabilities in isolated step-by-step reasoning tasks such as mathematics and programming, but their proficiency in long-horizon planning, where solutions require extended, structured sequences of interdependent actions, remains underexplored. Existing benchmarks typically assess LLMs through abstract or low-dimensional algorithmic tasks, failing to capture the complexity of realistic planning environments. We introduce HeroBench, a novel benchmark designed specifically to evaluate long-horizon planning and structured reasoning within complex RPG-inspired virtual worlds. HeroBench provides a rigorously constructed dataset of tasks covering a wide range of difficulties, a simulated environment to execute and validate agent plans, and detailed analytical tools for evaluating model performance. Tasks challenge models to formulate strategic plans, efficiently gather resources, master necessary skills, craft equipment, and defeat adversaries, reflecting practical scenarios' layered dependencies and constraints. Our extensive evaluation of 25 state-of-the-art LLMs, spanning both open-source and proprietary models, including the GPT-5 family, reveals substantial performance disparities rarely observed in conventional reasoning benchmarks. Detailed error analysis further uncovers specific weaknesses in current models' abilities to generate robust high-level plans and reliably execute structured actions. HeroBench thus not only significantly advances the evaluation of LLM reasoning but also provides a flexible, scalable foundation for future research into advanced, autonomous planning in virtual environments.

  • 6 authors
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Aug 18 2

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
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Jun 11

UE4-NeRF:Neural Radiance Field for Real-Time Rendering of Large-Scale Scene

Neural Radiance Fields (NeRF) is a novel implicit 3D reconstruction method that shows immense potential and has been gaining increasing attention. It enables the reconstruction of 3D scenes solely from a set of photographs. However, its real-time rendering capability, especially for interactive real-time rendering of large-scale scenes, still has significant limitations. To address these challenges, in this paper, we propose a novel neural rendering system called UE4-NeRF, specifically designed for real-time rendering of large-scale scenes. We partitioned each large scene into different sub-NeRFs. In order to represent the partitioned independent scene, we initialize polygonal meshes by constructing multiple regular octahedra within the scene and the vertices of the polygonal faces are continuously optimized during the training process. Drawing inspiration from Level of Detail (LOD) techniques, we trained meshes of varying levels of detail for different observation levels. Our approach combines with the rasterization pipeline in Unreal Engine 4 (UE4), achieving real-time rendering of large-scale scenes at 4K resolution with a frame rate of up to 43 FPS. Rendering within UE4 also facilitates scene editing in subsequent stages. Furthermore, through experiments, we have demonstrated that our method achieves rendering quality comparable to state-of-the-art approaches. Project page: https://jamchaos.github.io/UE4-NeRF/.

  • 8 authors
·
Oct 20, 2023

Experiments with Large Language Models on Retrieval-Augmented Generation for Closed-Source Simulation Software

Large Language Models (LLMs) are increasingly helpful in text generation, even writing code in programming languages based on user prompts written in natural language. They are even applied to generate simulation models for multibody systems from natural language. Research results suggest that LLMs surpass the mere replication of existing code examples, where some LLMs have been trained on an open-source multibody simulation code. However, for closed-source simulation software, such results are not to be expected as their ideas and concepts might differ from other publicly available ones. LLMs can hallucinate for knowledge-intensive tasks, such as model creation, which can lead to wrong responses. This is especially the case for the LLM unknown closed-source simulation software. The same applies to other internal knowledge kept private to protect intellectual property or data privacy. The Retrieval-Augmented Generation (RAG) approach might yield a solution for these knowledge-intensive tasks. This paper explores the application of RAG to closed-source simulation software and presents first experiments. After a brief introduction to LLMs, the RAG approach, and the simulation method applied by the close-source simulation software, several examples are provided to test LLMs' knowledge of the simulation software and the creation of simulation models using two RAG systems. The examples show promising results indicating the benefits of applying RAG systems to closed-source simulation software, helping to access their knowledge. Nevertheless, they also reveal gaps in the applied information and open questions for further research.

  • 2 authors
·
Feb 6

3D Scene Generation: A Survey

3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.

  • 5 authors
·
May 8 2

How Far is Video Generation from World Model: A Physical Law Perspective

OpenAI's Sora highlights the potential of video generation for developing world models that adhere to fundamental physical laws. However, the ability of video generation models to discover such laws purely from visual data without human priors can be questioned. A world model learning the true law should give predictions robust to nuances and correctly extrapolate on unseen scenarios. In this work, we evaluate across three key scenarios: in-distribution, out-of-distribution, and combinatorial generalization. We developed a 2D simulation testbed for object movement and collisions to generate videos deterministically governed by one or more classical mechanics laws. This provides an unlimited supply of data for large-scale experimentation and enables quantitative evaluation of whether the generated videos adhere to physical laws. We trained diffusion-based video generation models to predict object movements based on initial frames. Our scaling experiments show perfect generalization within the distribution, measurable scaling behavior for combinatorial generalization, but failure in out-of-distribution scenarios. Further experiments reveal two key insights about the generalization mechanisms of these models: (1) the models fail to abstract general physical rules and instead exhibit "case-based" generalization behavior, i.e., mimicking the closest training example; (2) when generalizing to new cases, models are observed to prioritize different factors when referencing training data: color > size > velocity > shape. Our study suggests that scaling alone is insufficient for video generation models to uncover fundamental physical laws, despite its role in Sora's broader success. See our project page at https://phyworld.github.io

  • 8 authors
·
Nov 4, 2024 2

GameIR: A Large-Scale Synthesized Ground-Truth Dataset for Image Restoration over Gaming Content

Image restoration methods like super-resolution and image synthesis have been successfully used in commercial cloud gaming products like NVIDIA's DLSS. However, restoration over gaming content is not well studied by the general public. The discrepancy is mainly caused by the lack of ground-truth gaming training data that match the test cases. Due to the unique characteristics of gaming content, the common approach of generating pseudo training data by degrading the original HR images results in inferior restoration performance. In this work, we develop GameIR, a large-scale high-quality computer-synthesized ground-truth dataset to fill in the blanks, targeting at two different applications. The first is super-resolution with deferred rendering, to support the gaming solution of rendering and transferring LR images only and restoring HR images on the client side. We provide 19200 LR-HR paired ground-truth frames coming from 640 videos rendered at 720p and 1440p for this task. The second is novel view synthesis (NVS), to support the multiview gaming solution of rendering and transferring part of the multiview frames and generating the remaining frames on the client side. This task has 57,600 HR frames from 960 videos of 160 scenes with 6 camera views. In addition to the RGB frames, the GBuffers during the deferred rendering stage are also provided, which can be used to help restoration. Furthermore, we evaluate several SOTA super-resolution algorithms and NeRF-based NVS algorithms over our dataset, which demonstrates the effectiveness of our ground-truth GameIR data in improving restoration performance for gaming content. Also, we test the method of incorporating the GBuffers as additional input information for helping super-resolution and NVS. We release our dataset and models to the general public to facilitate research on restoration methods over gaming content.

  • 5 authors
·
Aug 29, 2024

Learning to Move Like Professional Counter-Strike Players

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

  • 12 authors
·
Aug 25, 2024 3

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 2

Ghost in the Minecraft: Generally Capable Agents for Open-World Enviroments via Large Language Models with Text-based Knowledge and Memory

The captivating realm of Minecraft has attracted substantial research interest in recent years, serving as a rich platform for developing intelligent agents capable of functioning in open-world environments. However, the current research landscape predominantly focuses on specific objectives, such as the popular "ObtainDiamond" task, and has not yet shown effective generalization to a broader spectrum of tasks. Furthermore, the current leading success rate for the "ObtainDiamond" task stands at around 20%, highlighting the limitations of Reinforcement Learning (RL) based controllers used in existing methods. To tackle these challenges, we introduce Ghost in the Minecraft (GITM), a novel framework integrates Large Language Models (LLMs) with text-based knowledge and memory, aiming to create Generally Capable Agents (GCAs) in Minecraft. These agents, equipped with the logic and common sense capabilities of LLMs, can skillfully navigate complex, sparse-reward environments with text-based interactions. We develop a set of structured actions and leverage LLMs to generate action plans for the agents to execute. The resulting LLM-based agent markedly surpasses previous methods, achieving a remarkable improvement of +47.5% in success rate on the "ObtainDiamond" task, demonstrating superior robustness compared to traditional RL-based controllers. Notably, our agent is the first to procure all items in the Minecraft Overworld technology tree, demonstrating its extensive capabilities. GITM does not need any GPU for training, but a single CPU node with 32 CPU cores is enough. This research shows the potential of LLMs in developing capable agents for handling long-horizon, complex tasks and adapting to uncertainties in open-world environments. See the project website at https://github.com/OpenGVLab/GITM.

  • 13 authors
·
May 25, 2023

Space and Time Continuous Physics Simulation From Partial Observations

Modern techniques for physical simulations rely on numerical schemes and mesh-refinement methods to address trade-offs between precision and complexity, but these handcrafted solutions are tedious and require high computational power. Data-driven methods based on large-scale machine learning promise high adaptivity by integrating long-range dependencies more directly and efficiently. In this work, we focus on fluid dynamics and address the shortcomings of a large part of the literature, which are based on fixed support for computations and predictions in the form of regular or irregular grids. We propose a novel setup to perform predictions in a continuous spatial and temporal domain while being trained on sparse observations. We formulate the task as a double observation problem and propose a solution with two interlinked dynamical systems defined on, respectively, the sparse positions and the continuous domain, which allows to forecast and interpolate a solution from the initial condition. Our practical implementation involves recurrent GNNs and a spatio-temporal attention observer capable of interpolating the solution at arbitrary locations. Our model not only generalizes to new initial conditions (as standard auto-regressive models do) but also performs evaluation at arbitrary space and time locations. We evaluate on three standard datasets in fluid dynamics and compare to strong baselines, which are outperformed both in classical settings and in the extended new task requiring continuous predictions.

  • 4 authors
·
Jan 17, 2024

High-performance symbolic-numerics via multiple dispatch

As mathematical computing becomes more democratized in high-level languages, high-performance symbolic-numeric systems are necessary for domain scientists and engineers to get the best performance out of their machine without deep knowledge of code optimization. Naturally, users need different term types either to have different algebraic properties for them, or to use efficient data structures. To this end, we developed Symbolics.jl, an extendable symbolic system which uses dynamic multiple dispatch to change behavior depending on the domain needs. In this work we detail an underlying abstract term interface which allows for speed without sacrificing generality. We show that by formalizing a generic API on actions independent of implementation, we can retroactively add optimized data structures to our system without changing the pre-existing term rewriters. We showcase how this can be used to optimize term construction and give a 113x acceleration on general symbolic transformations. Further, we show that such a generic API allows for complementary term-rewriting implementations. We demonstrate the ability to swap between classical term-rewriting simplifiers and e-graph-based term-rewriting simplifiers. We showcase an e-graph ruleset which minimizes the number of CPU cycles during expression evaluation, and demonstrate how it simplifies a real-world reaction-network simulation to halve the runtime. Additionally, we show a reaction-diffusion partial differential equation solver which is able to be automatically converted into symbolic expressions via multiple dispatch tracing, which is subsequently accelerated and parallelized to give a 157x simulation speedup. Together, this presents Symbolics.jl as a next-generation symbolic-numeric computing environment geared towards modeling and simulation.

  • 7 authors
·
May 9, 2021

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

StarCraftImage: A Dataset For Prototyping Spatial Reasoning Methods For Multi-Agent Environments

Spatial reasoning tasks in multi-agent environments such as event prediction, agent type identification, or missing data imputation are important for multiple applications (e.g., autonomous surveillance over sensor networks and subtasks for reinforcement learning (RL)). StarCraft II game replays encode intelligent (and adversarial) multi-agent behavior and could provide a testbed for these tasks; however, extracting simple and standardized representations for prototyping these tasks is laborious and hinders reproducibility. In contrast, MNIST and CIFAR10, despite their extreme simplicity, have enabled rapid prototyping and reproducibility of ML methods. Following the simplicity of these datasets, we construct a benchmark spatial reasoning dataset based on StarCraft II replays that exhibit complex multi-agent behaviors, while still being as easy to use as MNIST and CIFAR10. Specifically, we carefully summarize a window of 255 consecutive game states to create 3.6 million summary images from 60,000 replays, including all relevant metadata such as game outcome and player races. We develop three formats of decreasing complexity: Hyperspectral images that include one channel for every unit type (similar to multispectral geospatial images), RGB images that mimic CIFAR10, and grayscale images that mimic MNIST. We show how this dataset can be used for prototyping spatial reasoning methods. All datasets, code for extraction, and code for dataset loading can be found at https://starcraftdata.davidinouye.com

  • 4 authors
·
Jan 8, 2024

Dropout's Dream Land: Generalization from Learned Simulators to Reality

A World Model is a generative model used to simulate an environment. World Models have proven capable of learning spatial and temporal representations of Reinforcement Learning environments. In some cases, a World Model offers an agent the opportunity to learn entirely inside of its own dream environment. In this work we explore improving the generalization capabilities from dream environments to real environments (Dream2Real). We present a general approach to improve a controller's ability to transfer from a neural network dream environment to reality at little additional cost. These improvements are gained by drawing on inspiration from Domain Randomization, where the basic idea is to randomize as much of a simulator as possible without fundamentally changing the task at hand. Generally, Domain Randomization assumes access to a pre-built simulator with configurable parameters but oftentimes this is not available. By training the World Model using dropout, the dream environment is capable of creating a nearly infinite number of different dream environments. Previous use cases of dropout either do not use dropout at inference time or averages the predictions generated by multiple sampled masks (Monte-Carlo Dropout). Dropout's Dream Land leverages each unique mask to create a diverse set of dream environments. Our experimental results show that Dropout's Dream Land is an effective technique to bridge the reality gap between dream environments and reality. Furthermore, we additionally perform an extensive set of ablation studies.

  • 2 authors
·
Sep 16, 2021

High-Fidelity Simulated Data Generation for Real-World Zero-Shot Robotic Manipulation Learning with Gaussian Splatting

The scalability of robotic learning is fundamentally bottlenecked by the significant cost and labor of real-world data collection. While simulated data offers a scalable alternative, it often fails to generalize to the real world due to significant gaps in visual appearance, physical properties, and object interactions. To address this, we propose RoboSimGS, a novel Real2Sim2Real framework that converts multi-view real-world images into scalable, high-fidelity, and physically interactive simulation environments for robotic manipulation. Our approach reconstructs scenes using a hybrid representation: 3D Gaussian Splatting (3DGS) captures the photorealistic appearance of the environment, while mesh primitives for interactive objects ensure accurate physics simulation. Crucially, we pioneer the use of a Multi-modal Large Language Model (MLLM) to automate the creation of physically plausible, articulated assets. The MLLM analyzes visual data to infer not only physical properties (e.g., density, stiffness) but also complex kinematic structures (e.g., hinges, sliding rails) of objects. We demonstrate that policies trained entirely on data generated by RoboSimGS achieve successful zero-shot sim-to-real transfer across a diverse set of real-world manipulation tasks. Furthermore, data from RoboSimGS significantly enhances the performance and generalization capabilities of SOTA methods. Our results validate RoboSimGS as a powerful and scalable solution for bridging the sim-to-real gap.

Alibaba-DAMO-Academy DAMO Academy
·
Oct 12 2

LifeGPT: Topology-Agnostic Generative Pretrained Transformer Model for Cellular Automata

The Game of Life (Life), a well known algorithm within the broader class of cellular automata (CA), exhibits complex emergent dynamics, with extreme sensitivity to initial conditions. Modeling and predicting such intricate behavior without explicit knowledge of the system's underlying topology presents a significant challenge, motivating the development of algorithms that can generalize across various grid configurations and boundary conditions. We develop a decoder-only generative pretrained transformer model to solve this problem, showing that our model can simulate Life on a toroidal grid with no prior knowledge on the size of the grid, or its periodic boundary conditions (LifeGPT). LifeGPT is topology-agnostic with respect to its training data and our results show that a GPT model is capable of capturing the deterministic rules of a Turing-complete system with near-perfect accuracy, given sufficiently diverse training data. We also introduce the idea of an `autoregressive autoregressor' to recursively implement Life using LifeGPT. Our results pave the path towards true universal computation within a large language model (LLM) framework, synthesizing of mathematical analysis with natural language processing, and probing AI systems for situational awareness about the evolution of such algorithms without ever having to compute them. Similar GPTs could potentially solve inverse problems in multicellular self-assembly by extracting CA-compatible rulesets from real-world biological systems to create new predictive models, which would have significant consequences for the fields of bioinspired materials, tissue engineering, and architected materials design.

  • 2 authors
·
Sep 3, 2024

MineWorld: a Real-Time and Open-Source Interactive World Model on Minecraft

World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended sandbox game which has been utilized as a common testbed for world modeling. MineWorld is driven by a visual-action autoregressive Transformer, which takes paired game scenes and corresponding actions as input, and generates consequent new scenes following the actions. Specifically, by transforming visual game scenes and actions into discrete token ids with an image tokenizer and an action tokenizer correspondingly, we consist the model input with the concatenation of the two kinds of ids interleaved. The model is then trained with next token prediction to learn rich representations of game states as well as the conditions between states and actions simultaneously. In inference, we develop a novel parallel decoding algorithm that predicts the spatial redundant tokens in each frame at the same time, letting models in different scales generate 4 to 7 frames per second and enabling real-time interactions with game players. In evaluation, we propose new metrics to assess not only visual quality but also the action following capacity when generating new scenes, which is crucial for a world model. Our comprehensive evaluation shows the efficacy of MineWorld, outperforming SoTA open-sourced diffusion based world models significantly. The code and model have been released.

  • 7 authors
·
Apr 11 4

"PhyWorldBench": A Comprehensive Evaluation of Physical Realism in Text-to-Video Models

Video generation models have achieved remarkable progress in creating high-quality, photorealistic content. However, their ability to accurately simulate physical phenomena remains a critical and unresolved challenge. This paper presents PhyWorldBench, a comprehensive benchmark designed to evaluate video generation models based on their adherence to the laws of physics. The benchmark covers multiple levels of physical phenomena, ranging from fundamental principles like object motion and energy conservation to more complex scenarios involving rigid body interactions and human or animal motion. Additionally, we introduce a novel ""Anti-Physics"" category, where prompts intentionally violate real-world physics, enabling the assessment of whether models can follow such instructions while maintaining logical consistency. Besides large-scale human evaluation, we also design a simple yet effective method that could utilize current MLLM to evaluate the physics realism in a zero-shot fashion. We evaluate 12 state-of-the-art text-to-video generation models, including five open-source and five proprietary models, with a detailed comparison and analysis. we identify pivotal challenges models face in adhering to real-world physics. Through systematic testing of their outputs across 1,050 curated prompts-spanning fundamental, composite, and anti-physics scenarios-we identify pivotal challenges these models face in adhering to real-world physics. We then rigorously examine their performance on diverse physical phenomena with varying prompt types, deriving targeted recommendations for crafting prompts that enhance fidelity to physical principles.