Papers for
game development studios
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.
CineEvolve improves cinematic multi-shot video creation with feedback loop
CineEvolve: An Agentic Self-Evolution Framework for Cinematic Multi-Shot Video Generation
Abstract: Cinematic multi-shot video generation requires both narrative planning and iterative refinement. Existing methods either lack narrative reasoning or rely on feed-forward workflows without policy updates. In this paper, we propose CineEvolve, an agentic self-evolution framework for cinematic multi-shot video generation that unifies a Director and a Critic within a single vision-language policy. Emulating real-world filmmaking that couples iterative direction with critical feedback, we train CineEvolve via alternating reinforcement learning, where the Director surfaces flaws to sharpen the Critic, and the updated Critic guides the Director's targeted revisions. To stabilize co-evolution, we introduce Evolutionary GRPO (E-GRPO), leveraging historical anchoring and revision safeguarding to mitigate advantage inflation. Additionally, we contribute CineTraj, a 40K cinematic trajectory dataset spanning creation, critique, and revision. Extensive experiments demonstrate that CineEvolve outperforms existing approaches. Our code will be available at https://github.com/JingZhe-8/CineEvolve.
Unified benchmark reveals ai strengths and weaknesses in game commentary
GameCommBench: A Unified Benchmark and Type-Aware Evaluation for AI-Generated Game Commentary
Abstract: Game commentary is an open-ended generation task requiring multimodal perception, strategic reasoning, and contextual knowledge. Existing AI-Generated Game Commentary (AI-GGC) studies remain fragmented across games, modalities, and evaluation protocols, while overlap-based or holistic evaluators fail to capture the functional heterogeneity of commentary. We introduce \textsc{GameCommBench}, a unified benchmark spanning board games, sports, and esports, with commentary aligned to heterogeneous game contexts and annotated by commentary type. We further propose Type-Aware Commentary Evaluation (TACE), a structured framework for evaluating different types of commentary. We then validate TACE for reliability and human agreement, and use it to benchmark representative AI commentators. Results reveal non-uniform capability profiles, with live observation and strategic analysis emerging as major bottlenecks. Together, \textsc{GameCommBench} and TACE provide a diagnostic foundation for comparable and interpretable AI-GGC evaluation.
EnvDreamer generates large virtual environments for AI training
EnvDreamer: Large-Scale Multimodal-to-Environment Generation for Embodied AI
Abstract: Large datasets and high capacity models have accelerated progress in vision and language. This work introduces a platform aimed at bringing comparable gains to embodied learning, world models, and robotics. We present EnvDreamer, a framework that uses large language and vision language models to generate Unreal Engine 5 environments for embodied AI and robot training. EnvDreamer enables sampling of large, diverse, interactive, customizable, and validator passed virtual environments for training and evaluation across navigation, interaction, and manipulation. We illustrate the platform with a large set of generated scenes and simple baselines. Policies trained on EnvDreamer generated environments, without explicit mapping or human task supervision, achieve competitive results on multiple embodied benchmarks spanning navigation, rearrangement, and manipulation. EnvDreamer also supports image-conditioned reconstruction for real-to-sim studies. Finally, we release EnvDreamer-20k, a dataset of 20,000 validator passed environments with task programs, scene graphs, trajectories, and metadata to support reproducible benchmarking.