Papers for

game designers

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.

Language models learn to coach for better problem solving

Learning to Coach for Experiential Learning

Abstract: Language models can learn from experience, but raw solution trajectories are often too long and noisy to provide effective guidance. In this work, we propose Learning to Coach (L2C), a framework that trains a dedicated LLM-as-a-Coach to extract actionable experiential knowledge from an actor model's previous trajectory. The actor remains frozen, while the LLM-as-a-Coach is trained to maximize a reward given by the correctness of the actor's guided response. We study two such rewards: a same-instance reward, which improves subsequent responses on the original problem, and a cross-instance reward, which elicits knowledge that transfers to other instances. Across mathematical reasoning and interactive text-games, L2C consistently outperforms self-refinement and an untrained LLM-as-a-Coach. Running experiential learning for more iterations further improves accuracy and uses additional inference compute more effectively than enlarging the actor's decoding budget. The trained LLM-as-a-Coach also transfers to out-of-distribution tasks and adapts its guidance to the specific actor it coaches.

Mon 14 SeptComputation and Language
The gist
Large language models (LLMs) can solve problems by learning from past attempts, but their previous answers can be too long and confusing to help much. The authors created a system called Learning to Coach (L2C) where a separate LLM acts like a coach, giving clearer hints based on earlier tries. This coach is trained to guide the original problem solver to improve its next answer and even help with different problems. Tests on math puzzles and text-based games show L2C helps models get better at solving tasks more efficiently.
Open 2609.15851v1

Fair allocation exchanges may fail to stay fair in every step

Reconfiguration in Fair Division Revisited

Abstract: We revisit reconfiguration in the fair allocation of indivisible goods, where the goal is to transform one fair allocation into another through a sequence of exchanges while preserving fairness at every step. Our focus is on the hierarchy of envy-freeness up to $k$ goods (EF$k$). We show that for any fixed $k$, two EF1 allocations with the same size vector need not admit a reconfiguration path whose intermediate allocations satisfy EF$k$. This impossibility persists even when the two allocations arise from standard EF1 approaches: the envy cycle elimination algorithm or the maximum Nash welfare solution. In contrast, we prove that allocations with the same size vector produced by recursively balanced picking sequences, including round-robin, are always connected via a path that maintains EF2. We also show that deciding whether an EF1 reconfiguration path exists is NP-hard for any fixed number of agents. Furthermore, we complement these exchange-based results by studying a more permissive model that also allows transfers, establishing additional connectivity guarantees.

Mon 14 SeptComputer Science and Game TheoryDiscrete Mathematics
The gist
This paper looks at how to change one fair way of splitting things to another fair way by swapping items fairly at each step. It finds that even when starting with good fair setups, it isn't always possible to keep fairness in every exchange step unless you relax fairness a bit. They also show deciding if such a fully fair swapping path exists is very hard to compute. However, some simple picking methods guarantee you can get from one fair split to another by slightly relaxing fairness. Lastly, they explore how allowing transfers makes it easier to keep fairness throughout the process.
Open 2609.15358v1

Users create causal virtual worlds using fuzzy cognitive maps and ai video generators

Converting Sequenced Fuzzy Cognitive Maps to Causal Virtual Worlds with Large Video Generators

Abstract: We show how users can create and manipulate causal virtual worlds with large-language-model (LLM) and large-video-model agents. The approach uses feedback fuzzy cognitive maps (FCMs) both to model the granular causal structure of the virtual world and to guide its causal evolution. The local causal rules are partial or fuzzy while the FCM's feedback structure produces global equilibria that define causal scenarios. A sequence of \emph{dynamical} meta-rules of the form ``If $\mathcal{A}$ then $\mathcal{B}$" define the causal scenes of the virtual-world video. The if-part causal pattern $\mathcal{A}$ perturbs the FCM's virtual world at the user's or agent's discretion. The FCM's transient feedback dynamics define the meta-rule's causal arrow of implication. The then-part $\mathcal{B}$ is the resulting equilibrium attractor such as a FCM limit cycle or fixed point. Our algorithm extracts these meta-rules from the FCM and guides the LLM agent to write a script based on the FCM meta-rule sequence. The large video generator converts the meta-rule into a video scene in accord with the flow of the dynamics. We applied the agent-based technique to a simple FCM that describes an undersea world of dolphins and sharks. Google's Gemini 3.1 generated the script and Google's Veo 3.1 generated the dolphin-shark video. The approach is general and can scale by mixing larger FCMs and AI agents to produce more immersive virtual worlds.

Mon 14 SeptArtificial IntelligenceComputation and LanguageInformation Retrieval
The gist
People want to make virtual worlds that change and happen in believable ways. The authors show how to use special maps called fuzzy cognitive maps to describe cause and effect in these worlds. Then, artificial intelligence helps turn sequences of these cause-effect rules into story scripts and videos. This lets users create virtual scenes, like dolphins and sharks underwater, that unfold logically and look real. The method could work with bigger worlds and different AI tools to build more detailed virtual experiences.
Open 2609.14985v1

Coastal environments generated automatically from images for marine robots

Coastal Environment Generation with HoloOcean

Abstract: Marine robotic simulation provides a safe and inexpensive method of developing and testing algorithms for unmanned underwater vehicle (UUV) and unmanned surface vessel (USV) autonomy and perception before full field deployment. However, these simulations are often limited by the availability of simulated environments. Current marine robotics simulation suites offer manual ways to edit or create environments, but they require existing data or specialized knowledge of the environment system. To address these issues, we introduce a novel Unreal Engine 5 level generation pipeline that enables automatic creation of coastal environments for HoloOcean. Our pipeline relies on a user-provided overhead image of a coastal scene. The pipeline then uses the image to generate height map data, as well as automatically select assets and place them in the environment.

Wed 9 SeptRobotics
The gist
Testing underwater and surface robots safely is hard because realistic ocean scenes are needed. The authors made a tool that creates detailed coastal environments automatically using just a single overhead photo. This helps developers test their robot software in many different ocean-like settings without having to build scenes manually or have expert knowledge. The tool uses the image to estimate the shape of the land and water and places objects like rocks or plants accordingly. This can save time and resources when developing marine robots.
Open 2609.10484v1

First-order online learning methods control distinct geometric regret classes

Exact-Form Regret for Gradient Descent, Mirror Descent and Follow-the-Regularized-Leader

Abstract: Online gradient descent is usually studied through external regret, where the learner competes with fixed alternatives. Recent work shows that first-order methods control richer action-dependent deviations. We ask for a geometric characterization of the deviations with respect to which online gradient descent, mirror descent, and follow-the-regularized-leader (FTRL) achieve no regret. We identify exactness as the common principle. Exactness means that the relevant displacement field is generated by a scalar potential, or equivalently that the associated one-form is exact in the geometry used by the algorithm. This geometry depends on the algorithm. For gradient descent it is Euclidean geometry, for mirror descent it is the geometry induced by the regularizer, and for FTRL it is the cumulative dual state. Under mild regularity conditions, exactness yields sublinear regret, while nonzero circulation provides the complementary obstruction and leads to linear regret. This gives a unified geometric framework for understanding the deviation classes controlled by these algorithms and reveals that different first-order methods can control genuinely different classes of deviations. These deviation classes have direct consequences for learning, particularly in games. We study the equilibrium notions induced by exact-form deviations and introduce conservative correlated equilibrium, reflecting both the conservative geometry of the underlying displacement fields and the restricted family of deviations available to the players. We characterize its relation to correlated equilibrium, determine when the resulting equilibrium notions coincide and when they separate, and show how these relationships depend on the geometry and the learning algorithm. Overall, this work gives a unified geometric account of what first-order online learning algorithms are no-regret with respect to, beyond fixed comparators.

Tue 8 SeptMachine LearningComputer Science and Game Theory
The gist
Online learning algorithms try to improve decisions over time by comparing themselves to fixed strategies. This work finds the exact types of changes or deviations these algorithms can handle without regret, using a geometric viewpoint. It shows that different algorithms like gradient descent and mirror descent work within different geometric frameworks, meaning they control different kinds of errors. The authors also explore how this affects game scenarios and introduce a new equilibrium concept tied to these geometric properties.
Open 2609.09466v1

Kairos dataset captures detailed video events over long times

Kairos: A Dataset for Fine-Grained Video-Language Modeling over Space, Time, and Dynamics

Abstract: Many emerging video language modeling tasks require systems to move beyond clip-level abstraction and model visual content as it unfolds over extended time horizons. However, most existing video datasets rely on coarse or sparsely aligned supervision, which compresses temporal variation and limits the ability of models to learn reusable representations of continuous visual dynamics. We introduce Kairos, a video dataset for video-language modeling with time-resolved annotations. Kairos consists of long-duration videos, ranging from ten minutes to half an hour, annotated with fine-grained temporal alignment. The annotations capture ongoing actions, entity appearances and attributes, interactions, and evolving contextual cues along the video timeline. This time-resolved structure supports fine-grained evaluation, long-range modeling and reasoning, instruction data construction, representation learning, and video generation. Kairos provides a general-purpose foundation for modeling visual experiences over time.

Tue 8 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Many video models only look at short clips and miss how things change over time. The authors created Kairos, a collection of long videos with detailed labels that show what’s happening moment by moment. These labels include actions, appearances, and interactions, helping computers understand videos more deeply. Kairos lets models learn continuous changes and contextual details over a long time rather than just snapshots.
Open 2609.08755v1