Papers for
video game ai developers
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.
Hierarchical models speed up goal planning with learned subgoals
Learning Goal-Conditioned Subgoals through Frozen Hierarchical World Models
Abstract: Hierarchical world models plan over long horizons by passing predicted states from a coarse model to a lower-level controller. Choosing these states can be expensive: the upper-level planner repeatedly differentiates through candidate macro-action trajectories. We replace this search with a lightweight goal-conditioned network trained through the frozen high-level predictor. The network supplies a conditioning vector, while the predictor generates the next latent waypoint. Training uses hindsight goals and state-prediction losses on offline trajectories, without search-solution targets or macro-action labels. Inference retains an autoregressive high-level rollout, but requires no high-level candidate optimization. We evaluate this approach on the shared-latent HWM checkpoints distributed with H-JEPA, using three backbone seeds and three head initializations per backbone. With a common evaluation protocol, mean success is 70.4% on Cube, 48.7% on Push-T, 100.0% on FourRoom, and 71.1% on Visual AntMaze. The method improves over the corresponding HWM search baseline on three environments and has the same mean on Push-T. Dedicated measurements on an NVIDIA L40S give 1.28-4.39x end-to-end speedups for batched evaluation. Ablations identify state-adaptive conditioning as a consistent contributor, while predictor-mediated subgoals and unrestricted conditions have environment-dependent benefits.
Self improving models learn actions from videos without human input
Self-Improving Video-to-Action Models
Abstract: Video generative models are an emerging tool for embodied agents: they can serve as scalable visual planners, generating videos that depict how to complete previously unseen tasks. However, executing these plans typically requires a video-to-action or "inverse dynamics" model trained on large, human-collected video-action datasets, severely limiting scalability. We introduce Mirror, a self-supervised approach that learns video-to-action mappings through environment interactions, without prior action data or hand-crafted rewards. Mirror learns by attempting to follow a visual plan by executing its best guess of the underlying actions in the environment. Mirror then trains on the resulting video-action pairs, incrementally self-improving and following the visual planner more closely. Across Atari, OGBench, and DeepMind Control, Mirror outperforms leading learning-from-observation methods with learned video plans, and achieves near-expert performance with oracle plans. On Minecraft BASALT, it outperforms methods with access to expert actions or hand-engineered task knowledge. In Minecraft survival, it is the first method to acquire an iron pickaxe through self-improvement alone, without rewards or expert action labels. In the offline setting, with expert action labels but no environment interaction, it sets a new state of the art in obtaining diamonds. Our results suggest that advances in video models can translate into increasingly capable agents without a corresponding need for hand-crafted rewards or large collections of expert action data.
Advantage based reinforcement learning algorithm shows provable convergence
V-SHARE: Provable Convergence Guarantees for Advantage-based Algorithms
Abstract: In reinforcement learning, advantage-based value-learning methods, unlike standard Q-learning, share information across actions by decomposing the action-value function into a state-dependent value component and action-specific advantages. While this mechanism has proven effective in both tabular and deep reinforcement learning, its theoretical understanding remains incomplete. We introduce V-SHARE, an advantage-based value-learning algorithm that combines cross-action value sharing with an importance-weighted Bellman-residual correction. To our knowledge, we provide the first complete theoretical characterization of an advantage-based algorithm, including both asymptotic convergence and non-asymptotic finite-sample guarantees. We identify a regime in which V-SHARE mitigates the rare-action bottleneck of asynchronous Q-learning and uncover a contraction--variance tradeoff between stronger deterministic contraction and increased importance-weighting noise. Motivated by this tradeoff, we develop decreasing residual-preconditioning schedules that combine faster early contraction with lower asymptotic noise. We further develop a two-timescale analysis that removes the single-timescale residual-weight threshold while preserving convergence guarantees. Experiments on discrete Markov decision processes (MDPs) and deep reinforcement-learning benchmarks corroborate our results.
Pretrained models guide progress in long tasks without task-specific training
World Potential Model: Pretrained World Knowledge as Progress Potentials
Abstract: Long-horizon language agents often receive supervision only from terminal task outcomes, leaving little signal for distinguishing productive intermediate behavior from stagnation or even regression. Rather than learning a separate value function or process reward model for every task, we ask whether pretrained models can recognize task progress from their existing world knowledge. We formalize this capability with a World Potential Model (WPM), a goal-conditioned evaluator of task-relative realized progress in agent contexts. In ALFWorld and ScienceWorld, off-the-shelf pretrained models substantially outperform chance at recovering realized-progress structure without task-specific evaluator fine-tuning. We further anchor these progress judgments to task-specific milestones to obtain scalar world potentials, whose temporal differences provide process-sensitive step-level credit for policy optimization. Under matched comparisons, WPM-guided optimization improves success over outcome-only GRPO across all evaluated configurations. Together, these results provide initial evidence that pretrained world knowledge can support reusable realized-progress evaluation and provide useful supervision for long-horizon agents.
Deep spiking Q-networks improve decision making with less computation
Common-Mode Errors Limit Low-Timestep Deep Spiking Q-Networks
Abstract: Spiking neural networks (SNNs) offer sparse and event-driven computation, making them attractive for energy-constrained reinforcement learning (RL) on edge devices. In value-based RL, deep spiking Q-networks (DSQNs) combine such efficiency with action-value estimation for decision making. However, existing DSQNs often require multiple simulation timesteps for competitive performance, increasing computational and energy costs, whereas reducing the timesteps can cause substantial performance degradation. We investigate this degradation from the perspective of Q-value estimation errors. By decomposing errors across actions into common-mode and differential-mode components, we find that low-timestep DSQNs suffer disproportionately from common-mode errors shared across action values, which are particularly detrimental to temporal-difference learning through bootstrapped targets. Based on this finding, we propose Common-Mode Compensation Deep Spiking Q-Network (CMC-DSQN), which uses an auxiliary ANN to compensate for common-mode errors in the SNN outputs. At inference, greedy action selection can be performed directly from the SNN outputs, allowing the auxiliary ANN to be completely removed and preserving the energy efficiency of SNNs. Extensive experiments on Atari and MiniAtar environments demonstrate substantial performance improvements under low-timestep settings. CMC-DSQN outperforms state-of-the-art DSQN baselines by nearly $20\%$ at $T=2$ and further surpasses the ANN baseline at $T=4$.
Improving state representation boosts navigation success more than goal encoding
Do Better Goal Representations Improve Goal-Conditioned Reinforcement Learning?
Abstract: Goal-conditioned reinforcement learning (GCRL) relies heavily on how target goals are represented to the policy. While recent methods encode goals via temporal distance, occupancy, or controllability, it remains unclear how much downstream performance actually depends on representation quality. We study this in offline GCRL by constructing an exact temporal-distance goal representation in deterministic mazes. We then systematically corrupt its geometric quality while keeping the downstream learner fixed. Across OGBench navigation tasks and two algorithms, large changes in goal-representation quality produce almost no change in performance. However, applying the same interventions to the agent's current state more than doubles success, revealing the state pathway as the true bottleneck. Building on this insight, we show that simple random Fourier positional encodings substantially improve performance on the hardest navigation tasks without map information or objective modifications. Overall, our findings suggest that in state-based offline navigation, improving how the agent's current state is represented matters far more than refining the goal representation. Code will be released soon.
Priority based movement control improves artificial agent performance
From Visual Search to Movement Control: A Priority Field for Artificial Agents
Abstract: Human spatial attention is widely conceptualized as being guided by a priority map that integrates perceptual salience, current goals, and past experiences. Here, we extend priority-based computation to movement control in artificial agents. We first introduce a lightweight model of visual search based on an integrated priority map. Trained on human saccades, it reproduced key behavioral patterns, including oculomotor suppression and history-driven selection. Extending the search model, we equipped an artificial agent with a priority field and evaluated its performance in a reach-avoid task that required reaching a goal destination while avoiding moving obstacles. Compared with alternative architectures, priority-field agents trained more efficiently and performed better in unseen, complex scenarios, even from simple demonstrations. Adding a simple memory mechanism also produced human-like, history-driven effects in anticipating the likely location of the upcoming goal. These findings suggest that priority-based computation may provide a promising foundation for movement control in artificial agents.