gameplay
Moss developer Polyarc has closed
Polyarc, the developer behind virtual reality games Moss and Moss: Book II, has closed, according to a new post on the studio's LinkedIn page. Based on a reverse recruiting sheet shared alongside the announcement, at least 29 members of the studio's staff are now looking for work. "After nearly 12 years riding the joyous rollercoaster of emotions that is making video games, our time together has come to an end," Polyarc says. "As we wind down active development, we are saying our farewells to each other. Working together over all of these years has been an honor. Bringing surprise and delight to those who played our games has been a privilege. Thank you to everyone at Polyarc, our work is now finished."
GTA 6 Netflix extended look: Everything that was revealed
Mashable's Best: E-readers, robovacs, laptops, earbuds, smart home and more Look Up Creator Playbook Mashable Voices Trending Now Say More Mashable Selects Safety Net Versus Gift Ideas For Everyone On Your List Switch Off In My Bag All Series Don't have 27 minutes to spare? Let Mashable break down Netflix's extended look at GTA 6. Timothy Beck Werth is the Tech Editor at Mashable, where he leads coverage and assignments for the Tech and Shopping verticals. Tim has over 15 years of experience as a journalist and editor, and he has particular experience covering and testing consumer technology, smart home gadgets, and men's grooming and style products. Previously, he was the Managing Editor and then Site Director of SPY.com, a men's product review and lifestyle website. As a writer for GQ, he covered everything from bull-riding competitions to the best Legos for adults, and he's also contributed to publications such as The Daily Beast, Gear Patrol, and The Awl. Here's a breakdown of everything you need to know about Netflix's extended look at GTA 6. Credit: Jakub Porzycki/NurPhoto via Getty Images Finally, a real, authorized look at the most anticipated game of the year, Grand Theft Auto VI!
I capped my 240Hz monitor at 120 FPS. My GPU thanked me for it
When you purchase through links in our articles, we may earn a small commission. I capped my 240Hz monitor at 120 FPS. Cutting my gaming monitor's refresh rate in half barely changed my gameplay, but it dropped GPU power draw by up to 80W. When I bought my Alienware AW3225QF gaming monitor during last year's Prime Day sales, I mainly got it for the QD-OLED panel . But as an upgrade for a near-10-year-old Asus MG279Q, it was a major step up in multiple other ways: better resolution, better colors and contrast, better response time, and better refresh rate.
Lumine: An Open Recipe for Building Generalist Agents in 3D Open Worlds
Tan, Weihao, Li, Xiangyang, Fang, Yunhao, Yao, Heyuan, Yan, Shi, Luo, Hao, Ao, Tenglong, Li, Huihui, Ren, Hongbin, Yi, Bairen, Qin, Yujia, An, Bo, Liu, Libin, Shi, Guang
We introduce Lumine, the first open recipe for developing generalist agents capable of completing hours-long complex missions in real time within challenging 3D open-world environments. Lumine adopts a human-like interaction paradigm that unifies perception, reasoning, and action in an end-to-end manner, powered by a vision-language model. It processes raw pixels at 5 Hz to produce precise 30 Hz keyboard-mouse actions and adaptively invokes reasoning only when necessary. Trained in Genshin Impact, Lumine successfully completes the entire five-hour Mondstadt main storyline on par with human-level efficiency and follows natural language instructions to perform a broad spectrum of tasks in both 3D open-world exploration and 2D GUI manipulation across collection, combat, puzzle-solving, and NPC interaction. In addition to its in-domain performance, Lumine demonstrates strong zero-shot cross-game generalization. Without any fine-tuning, it accomplishes 100-minute missions in Wuthering Waves and the full five-hour first chapter of Honkai: Star Rail. These promising results highlight Lumine's effectiveness across distinct worlds and interaction dynamics, marking a concrete step toward generalist agents in open-ended environments.
Designing and Evaluating Malinowski's Lens: An AI-Native Educational Game for Ethnographic Learning
Hoffmann, Michael, John, Jophin, Fillies, Jan, Paschke, Adrian
This study introduces 'Malinowski's Lens', the first AI-native educational game for anthropology that transforms Bronislaw Malinowski's 'Argonauts of the Western Pacific' (1922) into an interactive learning experience. The system combines Retrieval-Augmented Generation with DALL-E 3 text-to-image generation, creating consistent VGA-style visuals as players embody Malinowski during his Trobriand Islands fieldwork (1915-1918). To address ethical concerns, indigenous peoples appear as silhouettes while Malinowski is detailed, prompting reflection on anthropological representation. Two validation studies confirmed effectiveness: Study 1 with 10 non-specialists showed strong learning outcomes (average quiz score 7.5/10) and excellent usability (SUS: 83/100). Study 2 with 4 expert anthropologists confirmed pedagogical value, with one senior researcher discovering "new aspects" of Malinowski's work through gameplay. The findings demonstrate that AI-driven educational games can effectively convey complex anthropological concepts while sparking disciplinary curiosity. This study advances AI-native educational game design and provides a replicable model for transforming academic texts into engaging interactive experiences.
Unconscious and Intentional Human Motion Cues for Expressive Robot-Arm Motion Design
Tashiro, Taito, Yonezawa, Tomoko, Yamazoe, Hirotake
Abstract--This study investigates how human motion cues can be used to design expressive robot-arm movements. Using the imperfect-information game Geister, we analyzed two types of human piece-moving motions: natural gameplay (unconscious tendencies) and instructed expressions (intentional cues). Based on these findings, we created phase-specific robot motions by varying movement speed and stop duration, and evaluated observer impressions under two presentation modalities: a physical robot and a recorded video. Results indicate that late-phase motion timing, particularly during withdrawal, plays an important role in impression formation and that physical embodiment enhances the interpretability of motion cues. These findings provide insights for designing expressive robot motions based on human timing behavior .
VRScout: Towards Real-Time, Autonomous Testing of Virtual Reality Games
Wu, Yurun, Sun, Yousong, Wunsche, Burkhard, Wang, Jia, Wen, Elliott
Abstract--Virtual Reality (VR) has rapidly become a mainstream platform for gaming and interactive experiences, yet ensuring the quality, safety, and appropriateness of VR content remains a pressing challenge. Traditional human-based quality assurance is labor-intensive and cannot scale with the industry's rapid growth. While automated testing has been applied to traditional 2D and 3D games, extending it to VR introduces unique difficulties due to high-dimensional sensory inputs and strict real-time performance requirements. VRScout learns from human demonstrations using an enhanced Action Chunking Transformer that predicts multi-step action sequences. This enables our agent to capture higher-level strategies and generalize across diverse environments. T o balance responsiveness and precision, we introduce a dynamically adjustable sliding horizon that adapts the agent's temporal context at runtime. We evaluate VRScout on commercial VR titles and show that it achieves expert-level performance with only limited training data, while maintaining real-time inference at 60 FPS on consumer-grade hardware. These results position VRScout as a practical and scalable framework for automated VR game testing, with direct applications in both quality assurance and safety auditing.
Learning to play: A Multimodal Agent for 3D Game-Play
Yue, Yuguang, Salia, Irakli, Hunt, Samuel, Green, Christopher, Shi, Wenzhe, Hunt, Jonathan J
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both substantially larger and more diverse compared to prior publicly disclosed datasets, and contains text instructions. We demonstrate that we can learn an inverse dynamics model from this dataset, which allows us to impute actions on a much larger dataset of publicly available videos of human game play that lack recorded actions. We then train a text-conditioned agent for game playing using behavior cloning, with a custom architecture capable of realtime inference on a consumer GPU. We show the resulting model is capable of playing a variety of 3-D games and responding to text input. Finally, we outline some of the remaining challenges such as long-horizon tasks and quantitative evaluation across a large set of games.
GenQuest: An LLM-based Text Adventure Game for Language Learners
Wang, Qiao, Labib, Adnan, Swier, Robert, Hofmeyr, Michael, Yuan, Zheng
GenQuest is a generative text adventure game that leverages Large Language Models (LLMs) to facilitate second language learning through immersive, interactive storytelling. The system engages English as a Foreign Language (EFL) learners in a collaborative "choose-your-own-adventure" style narrative, dynamically generated in response to learner choices. Game mechanics such as branching decision points and story milestones are incorporated to maintain narrative coherence while allowing learner-driven plot development. Key pedagogical features include content generation tailored to each learner's proficiency level, and a vocabulary assistant that provides in-context explanations of learner-queried text strings, ranging from words and phrases to sentences. Findings from a pilot study with university EFL students in China indicate promising vocabulary gains and positive user perceptions. Also discussed are suggestions from participants regarding the narrative length and quality, and the request for multi-modal content such as illustrations.
Revealing Human Internal Attention Patterns from Gameplay Analysis for Reinforcement Learning
Krauss, Henrik, Yairi, Takehisa
This study introduces a novel method for revealing human internal attention patterns from gameplay data alone, leveraging offline attention techniques from reinforcement learning (RL). We propose contextualized, task-relevant (CTR) attention networks, which generate attention maps from both human and RL agent gameplay in Atari environments. To evaluate whether the human CTR maps reveal internal attention, we validate our model by quantitative and qualitative comparison to the agent maps as well as to a temporally integrated overt attention (TIOA) model based on human eye-tracking data. Our results show that human CTR maps are more sparse than the agent ones and align better with the TIOA maps. Following a qualitative visual comparison we conclude that they likely capture patterns of internal attention. As a further application, we use these maps to guide RL agents, finding that human internal attention-guided agents achieve slightly improved and more stable learning compared to baselines. This work advances the understanding of human-agent attention differences and provides a new approach for extracting and validating internal attention from behavioral data.