Papers for

game ai engineers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

World models adapt quickly to new tasks with low-rank updates

Amortized Low-Rank Adaptation for Model-Based Reinforcement Learning

Abstract: World models let agents plan by predicting the consequences of their actions, but changes in the environment can make them inaccurate. We study the problem of adapting a world model to an unknown test-time environment, drawn from a known environment family, using only a few episodes of interaction. Existing approaches trade off computational cost against expressivity, i.e., the range of models a method can produce. For example, in-context learning is computationally cheap but limited in expressivity, and gradient-based adaptation is expressive but computationally expensive. We present CLAW (Context-conditioned Low-rank Adaptation of World models), which addresses this tradeoff by using a hypernetwork to generate low-rank (LoRA) adapters at test time. During pretraining, we simulate adaptation to a variety of environments and jointly train the hypernetwork and base world model. At test time, we freeze the base model and use a forward pass of the hypernetwork to generate adapters from a small batch of test-time transitions. We evaluate CLAW in locomotion and manipulation environment families that vary in dynamics, embodiment, and reward. We show that, using only seconds of test-time data, CLAW outperforms gradient-based adaptation and in-context learning during online adaptation. We also show that CLAW avoids overfitting in data-scarce regimes, that its advantage comes from the expressive adapters rather than context conditioning, and that pretraining the hypernetwork jointly with the base model outperforms training it post hoc.

Thu 10 SeptMachine LearningArtificial IntelligenceRobotics
The gist
Planning agents use world models to imagine what will happen next based on their actions, but these models can struggle when the environment changes. The authors developed CLAW, a method that helps these models adapt quickly and efficiently to new but related environments using only a little new experience. CLAW does this by training a helper network to generate small adjustments to the original model so it can better predict in new situations without heavy computation. Tests showed it adapts faster and more accurately than previous methods while avoiding common problems like overfitting.
Open 2609.12278v1

Efficient explorers create complex behaviors without external rewards

Efficient Exploration Is Enough

Abstract: This work introduces an alternative view of efficient exploration and studies its theoretical and empirical implications in the absence of extrinsic rewards. Specifically, we define efficient explorers as agents that prioritize generating generalizable experience, i.e., data that supports learning models capable of predicting and adapting across the environment. This allows us to analyze efficient exploration through the lens of prediction and generalization. Theoretically, we demonstrate that optimally efficient explorers naturally schedule their trajectories to visit the most informative and learnable regions first. Empirically, we show that optimizing for these agents gives rise to an automatic curriculum of progressively more complex behaviors, even in relatively simple environments. These results indicate that pursuing this purely intrinsic objective alone is enough to drive the emergence of highly sophisticated behaviors. We believe that this new framework provides a principled mechanism by which agent-environment systems may sustain an open-ended process of increasingly complex behavior without external rewards, tasks, or objectives.

Mon 7 SeptMachine LearningArtificial Intelligence
The gist
Finding interesting ways to explore an environment can be done without needing rewards or tasks to guide an agent. The authors define efficient exploration as gathering experiences that help an agent learn how to predict and adapt to different parts of the environment. They show theoretically that the best explorers choose their actions to first learn the most useful and understandable parts of the environment. Their experiments demonstrate that this approach naturally leads to increasingly complex behaviors, even in simple settings. This means agents can develop sophisticated skills just by trying to learn effectively, without any external goals.
Open 2609.07575v1