game state
- North America > United States > Pennsylvania > Allegheny County > Pittsburgh (0.04)
- North America > United States > Massachusetts > Middlesex County > Belmont (0.04)
- North America > Canada (0.04)
- Asia > Middle East > Jordan (0.04)
- Information Technology > Artificial Intelligence > Representation & Reasoning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.31)
- South America > Chile > Santiago Metropolitan Region > Santiago Province > Santiago (0.04)
- Oceania > Australia > New South Wales > Sydney (0.04)
- North America > Canada (0.04)
- Europe > Sweden > Stockholm > Stockholm (0.04)
- Leisure & Entertainment > Games > Computer Games (0.71)
- Education (0.68)
ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games
Yuandong Tian, Qucheng Gong, Wenling Shang, Yuxin Wu, C. Lawrence Zitnick
In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 40K frame-per-second (FPS) per core on a laptop. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs end-to-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like ALE [4]. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU [17] and Batch Normalization [11] coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than 70% of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies.
- Europe > Sweden > Skåne County > Malmö (0.04)
- South America > Chile > Santiago Metropolitan Region > Santiago Province > Santiago (0.04)
- North America > United States > California > Los Angeles County > Long Beach (0.04)
- Asia > Middle East > Jordan (0.04)
- South America > Chile > Santiago Metropolitan Region > Santiago Province > Santiago (0.04)
- North America > United States (0.04)
- North America > Canada > Quebec > Montreal (0.04)
- (2 more...)
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
- Europe > Portugal > Braga > Braga (0.04)
Regular Games -- an Automata-Based General Game Playing Language
Miernik, Radosław, Szykuła, Marek, Kowalski, Jakub, Cieśluk, Jakub, Galas, Łukasz, Pawlik, Wojciech
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a low-level language that defines the rules by a finite automaton. It is minimal with only a few mechanisms, which makes it easy for automatic processing (by agents, analysis, optimization, etc.). The language is universal for the class of all finite turn-based games with imperfect information. Higher-level languages are introduced for game design (by humans or Procedural Content Generation), which are eventually translated to a low-level language. RG generates faster forward models than the current state of the art, beating other GGP systems (Regular Boardgames, Ludii) in terms of efficiency. Additionally, RG's ecosystem includes an editor with LSP, automaton visualization, benchmarking tools, and a debugger of game description transformations.
- Information Technology > Software > Programming Languages (0.93)
- Information Technology > Artificial Intelligence > Natural Language (0.87)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (0.66)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Search (0.46)
Real-Time Reasoning Agents in Evolving Environments
Wen, Yule, Ye, Yixin, Zhang, Yanzhe, Yang, Diyi, Zhu, Hao
Agents in the real world must make not only logical but also timely judgments. This requires continuous awareness of the dynamic environment: hazards emerge, opportunities arise, and other agents act, while the agent's reasoning is still unfolding. Despite advances in language model reasoning, existing approaches fail to account for this dynamic nature. We introduce real-time reasoning as a new problem formulation for agents in evolving environments and build Real-Time Reasoning Gym to demonstrate it. We study two paradigms for deploying language models in agents: (1) reactive agents, which employ language models with bounded reasoning computation for rapid responses, and (2) planning agents, which allow extended reasoning computation for complex problems. Our experiments show that even state-of-the-art models struggle with making logical and timely judgments in either paradigm. To address this limitation, we propose AgileThinker, which simultaneously engages both reasoning paradigms. AgileThinker consistently outperforms agents engaging only one reasoning paradigm as the task difficulty and time pressure rise, effectively balancing reasoning depth and response latency. Our work establishes real-time reasoning as a critical testbed for developing practical agents and provides a foundation for research in temporally constrained AI systems, highlighting a path toward real-time capable agents.
- North America > United States > California > Santa Clara County > Palo Alto (0.04)
- Asia > China > Shanghai > Shanghai (0.04)
- Research Report > Experimental Study (0.93)
- Research Report > New Finding (0.68)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Architecture > Real Time Systems (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (0.97)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.69)
RLVR-World: Training World Models with Reinforcement Learning
Wu, Jialong, Yin, Shaofeng, Feng, Ningya, Long, Mingsheng
World models predict state transitions in response to actions and are increasingly developed across diverse modalities. However, standard training objectives such as maximum likelihood estimation (MLE) often misalign with task-specific goals of world models, i.e., transition prediction metrics like accuracy or perceptual quality. In this paper, we present RLVR-World, a unified framework that leverages reinforcement learning with verifiable rewards (RLVR) to directly optimize world models for such metrics. Despite formulating world modeling as autoregressive prediction of tokenized sequences, RLVR-World evaluates metrics of decoded predictions as verifiable rewards. We demonstrate substantial performance gains on both language- and video-based world models across domains, including text games, web navigation, and robot manipulation. Our work indicates that, beyond recent advances in reasoning language models, RLVR offers a promising post-training paradigm for enhancing the utility of generative models more broadly. Code, datasets, models, and video samples are available at the project website: https://thuml.github.io/RLVR-World.
Does Reasoning Help LLM Agents Play Dungeons and Dragons? A Prompt Engineering Experiment
Delafuente, Patricia, Honraopatil, Arya, Martin, Lara J.
This paper explores the application of Large Language Models (LLMs) and reasoning to predict Dungeons & Dragons (DnD) player actions and format them as Avrae Discord bot commands. Using the FIREBALL dataset, we evaluated a reasoning model, DeepSeek-R1-Distill-LLaMA-8B, and an instruct model, LLaMA-3.1-8B-Instruct, for command generation. Our findings highlight the importance of providing specific instructions to models, that even single sentence changes in prompts can greatly affect the output of models, and that instruct models are sufficient for this task compared to reasoning models.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
- Asia > Middle East > UAE > Abu Dhabi Emirate > Abu Dhabi (0.04)
- North America > United States > Pennsylvania > Philadelphia County > Philadelphia (0.04)
- (8 more...)
From Multimodal Perception to Strategic Reasoning: A Survey on AI-Generated Game Commentary
Zheng, Qirui, Wang, Xingbo, Cheng, Keyuan, Ali, Muhammad Asif, Lu, Yunlong, Li, Wenxin
The advent of artificial intelligence has propelled AI-Generated Game Commentary (AI-GGC) into a rapidly expanding field, offering benefits such as unlimited availability and personalized narration. However, current researches in this area remain fragmented, and a comprehensive survey that systematically unifies existing efforts is still missing. To bridge this gap, our survey introduces a unified framework that systematically organizes the AI-GGC landscape. We present a novel taxonomy focused on three core commentator capabilities: Live Observation, Strategic Analysis, and Historical Recall. Commentary is further categorized into three functional types: Descriptive, Analytical, and Background. Building on this structure, we provide an in-depth review of state-of-the-art methods, datasets, and evaluation metrics across various game genres. Finally, we highlight key challenges such as real-time reasoning, multimodal integration, and evaluation bottlenecks, and outline promising directions for future research and system development in AI-GGC.
- Europe > Czechia > Prague (0.04)
- Asia > Singapore (0.04)
- Asia > Middle East > UAE > Abu Dhabi Emirate > Abu Dhabi (0.04)
- (17 more...)
- Research Report (1.00)
- Overview (1.00)
- Leisure & Entertainment > Sports > Soccer (0.95)
- Leisure & Entertainment > Games > Computer Games (0.68)
- Leisure & Entertainment > Sports > Basketball (0.67)
- Information Technology > Artificial Intelligence > Vision (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (0.95)