gameplay
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.
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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.
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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.
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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.
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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.
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MultiMind: Enhancing Werewolf Agents with Multimodal Reasoning and Theory of Mind
Zhang, Zheng, Xiao, Nuoqian, Chai, Qi, Ye, Deheng, Wang, Hao
Large Language Model (LLM) agents have demonstrated impressive capabilities in social deduction games (SDGs) like Werewolf, where strategic reasoning and social deception are essential. However, current approaches remain limited to textual information, ignoring crucial multimodal cues such as facial expressions and tone of voice that humans naturally use to communicate. Moreover, existing SDG agents primarily focus on inferring other players' identities without modeling how others perceive themselves or fellow players. To address these limitations, we use One Night Ultimate Werewolf (ONUW) as a testbed and present MultiMind, the first framework integrating multimodal information into SDG agents. MultiMind processes facial expressions and vocal tones alongside verbal content, while employing a Theory of Mind (ToM) model to represent each player's suspicion levels toward others. By combining this ToM model with Monte Carlo Tree Search (MCTS), our agent identifies communication strategies that minimize suspicion directed at itself. Through comprehensive evaluation in both agent-versus-agent simulations and studies with human players, we demonstrate MultiMind's superior performance in gameplay. Our work presents a significant advancement toward LLM agents capable of human-like social reasoning across multimodal domains.
First Steps Towards Overhearing LLM Agents: A Case Study With Dungeons & Dragons Gameplay
Zhu, Andrew, Osgood, Evan, Callison-Burch, Chris
Much work has been done on conversational LLM agents which directly assist human users with tasks. We present an alternative paradigm for interacting with LLM agents, which we call "overhearing agents". These overhearing agents do not actively participate in conversation -- instead, they "listen in" on human-to-human conversations and perform background tasks or provide suggestions to assist the user. In this work, we explore the overhearing agents paradigm through the lens of Dungeons & Dragons gameplay. We present an in-depth study using large multimodal audio-language models as overhearing agents to assist a Dungeon Master. We perform a human evaluation to examine the helpfulness of such agents and find that some large audio-language models have the emergent ability to perform overhearing agent tasks using implicit audio cues. Finally, we release Python libraries and our project code to support further research into the overhearing agents paradigm at https://github.com/zhudotexe/overhearing_agents.
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Verbal Werewolf: Engage Users with Verbalized Agentic Werewolf Game Framework
Fan, Qihui, Li, Wenbo, Nan, Enfu, Chen, Yixiao, Lu, Lei, Zhao, Pu, Wang, Yanzhi
The growing popularity of social deduction games has created an increasing need for intelligent frameworks where humans can collaborate with AI agents, particularly in post-pandemic contexts with heightened psychological and social pressures. Social deduction games like Werewolf, traditionally played through verbal communication, present an ideal application for Large Language Models (LLMs) given their advanced reasoning and conversational capabilities. Prior studies have shown that LLMs can outperform humans in Werewolf games, but their reliance on external modules introduces latency that left their contribution in academic domain only, and omit such game should be user-facing. We propose \textbf{Verbal Werewolf}, a novel LLM-based Werewolf game system that optimizes two parallel pipelines: gameplay powered by state-of-the-art LLMs and a fine-tuned Text-to-Speech (TTS) module that brings text output to life. Our system operates in near real-time without external decision-making modules, leveraging the enhanced reasoning capabilities of modern LLMs like DeepSeek V3 to create a more engaging and anthropomorphic gaming experience that significantly improves user engagement compared to existing text-only frameworks.