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Netflix is acquiring game avatar maker Ready Player Me

Engadget

LG TVs add'delete' option for Copilot The company's tools will allow Netflix subscribers to have avatars that can be used across games. Netflix is acquiring Estonian startup Ready Player Me, a company creating cross-game avatar tech that allows players to bring their digital personas with them to different games, the company's CEO Timmu Tõke shared in a LinkedIn post . The acquisition is part of Netflix's new games strategy, which puts an emphasis on approachable multiplayer titles and adaptations of the streaming service's IP. Ready Player Me's team of around 20 employees will be incorporated into Netflix's staff, writes, though Tõke is the only one of the startup's four founders who will continue on after the acquisition. Neither company has shared when the avatar tech will be incorporated into Netflix's games or what games will support the feature when they do.



PerfectDou: Dominating DouDizhu with Perfect Information Distillation Guan Y ang

Neural Information Processing Systems

As a challenging multi-player card game, DouDizhu has recently drawn much attention for analyzing competition and collaboration in imperfect-information games. In this paper, we propose PerfectDou, a state-of-the-art DouDizhu AI system that dominates the game, in an actor-critic framework with a proposed technique named perfect information distillation.




Rulebook: bringing co-routines to reinforcement learning environments

Fioravanti, Massimo, Pasini, Samuele, Agosta, Giovanni

arXiv.org Artificial Intelligence

Reinforcement learning (RL) algorithms, due to their reliance on external systems to learn from, require digital environments (e.g., simulators) with very simple interfaces, which in turn constrain significantly the implementation of such environments. In particular, these environments are implemented either as separate processes or as state machines, leading to synchronization and communication overheads in the first case, and to unstructured programming in the second. We propose a new domain-specific, co-routine-based, compiled language, called Rulebook, designed to automatically generate the state machine required to interact with machine learning (ML) algorithms and similar applications, with no performance overhead. Rulebook allows users to express programs without needing to be aware of the specific interface required by the ML components. By decoupling the execution model of the program from the syntactical encoding of the program, and thus without the need for manual state management, Rulebook allows to create larger and more sophisticated environments at a lower development cost.


AVA: Attentive VLM Agent for Mastering StarCraft II

Ma, Weiyu, Fu, Yuqian, Zhang, Zecheng, Ghanem, Bernard, Li, Guohao

arXiv.org Artificial Intelligence

We introduce Attentive VLM Agent (AVA), a multimodal StarCraft II agent that aligns artificial agent perception with the human gameplay experience. Traditional frameworks such as SMAC rely on abstract state representations that diverge significantly from human perception, limiting the ecological validity of agent behavior. Our agent addresses this limitation by incorporating RGB visual inputs and natural language observations that more closely simulate human cognitive processes during gameplay. The AVA architecture consists of three integrated components: (1) a vision-language model enhanced with specialized self-attention mechanisms for strategic unit targeting and battlefield assessment, (2) a retrieval-augmented generation system that leverages domain-specific StarCraft II knowledge to inform tactical decisions, and (3) a dynamic role-based task distribution system that enables coordinated multi-agent behavior. The experimental evaluation in our proposed AVACraft environment, which contains 21 multimodal StarCraft II scenarios, demonstrates that AVA powered by foundation models (specifically Qwen-VL and GPT-4o) can execute complex tactical maneuvers without explicit training, achieving comparable performance to traditional MARL methods that require substantial training iterations. This work establishes a foundation for developing human-aligned StarCraft II agents and advances the broader research agenda of multimodal game AI. Our implementation is available at https://github.com/camel-ai/VLM-Play-StarCraft2.


Identifying Cooperative Personalities in Multi-agent Contexts through Personality Steering with Representation Engineering

Ong, Kenneth J. K., Jun, Lye Jia, Nguyen, Hieu Minh "Jord", Cho, Seong Hah, Antolín, Natalia Pérez-Campanero

arXiv.org Artificial Intelligence

As Large Language Models (LLMs) gain autonomous capabilities, their coordination in multi-agent settings becomes increasingly important. However, they often struggle with cooperation, leading to suboptimal outcomes. Inspired by Axelrod's Iterated Prisoner's Dilemma (IPD) tournaments, we explore how personality traits influence LLM cooperation. Using representation engineering, we steer Big Five traits (e.g., Agreeableness, Conscientiousness) in LLMs and analyze their impact on IPD decision-making. Our results show that higher Agreeableness and Conscientiousness improve cooperation but increase susceptibility to exploitation, highlighting both the potential and limitations of personality-based steering for aligning AI agents.


Unveiling Hidden Pivotal Players with GoalNet: A GNN-Based Soccer Player Evaluation System

Jiang, Jacky Hao, Cai, Jerry, Kyrillidis, Anastasios

arXiv.org Artificial Intelligence

Soccer analysis tools emphasize metrics such as expected goals, leading to an overrepresentation of attacking players' contributions and overlooking players who facilitate ball control and link attacks. Examples include Rodri from Manchester City and Palhinha who just transferred to Bayern Munich. To address this bias, we aim to identify players with pivotal roles in a soccer team, incorporating both spatial and temporal features. In this work, we introduce a GNN-based framework that assigns individual credit for changes in expected threat (xT), thus capturing overlooked yet vital contributions in soccer. Our pipeline encodes both spatial and temporal features in event-centric graphs, enabling fair attribution of non-scoring actions such as defensive or transitional plays. We incorporate centrality measures into the learned player embeddings, ensuring that ball-retaining defenders and defensive midfielders receive due recognition for their overall impact. Furthermore, we explore diverse GNN variants-including Graph Attention Networks and Transformer-based models-to handle long-range dependencies and evolving match contexts, discussing their relative performance and computational complexity. Experiments on real match data confirm the robustness of our approach in highlighting pivotal roles that traditional attacking metrics typically miss, underscoring the model's utility for more comprehensive soccer analytics.


'Baldur's Gate 3' Is Even More Magical With a D&D Player's Handbook

WIRED

Remember how it felt the first time you played Dungeons & Dragons? The first time you felt that creative spark of being part of a collective storytelling experience? You and your friends were each equal parts author and reader of a living, breathing story that existed only at that table, and only in those moments. There's no other word that quite does that feeling justice. Watching people play D&D in shows like Dimension 20 is definitely fun, but you're always part of the audience, not a participant.