Papers for

video 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.

Adaptive action sequence transfer predicts user steps in new environments

Action Sequence Transfer via LLMs for Heterogeneous Environments

Abstract: We present an action sequence transfer system that adaptively transfers user action sequences across different target spaces. Given an input action sequence from a source space and scene graph representations of both the source and target environments, our system predicts a corresponding action sequence in the target space by adapting to the spatial and object constraints of the new environment. To achieve this, we leverage multi-level representations of user activity to generalize actions at varying levels of abstraction. To demonstrate our system, we collect a new scene graph-based dataset derived from the Ego4D GoalStep dataset for evaluation. Results indicate that our system can generate valid action sequences even between spaces with drastically different object configurations.

Mon 28 SeptRobotics
The gist
People often perform tasks step-by-step in one setting, but moving those exact steps to a different place with different objects can be tricky. The authors created a system that looks at the original actions and understands the objects and space involved, then predicts what actions would make sense in a new, different setting. They use detailed maps of the environments and ways to understand activities at different levels to help the system adapt. Their tests show the system can suggest reasonable action plans even when the new place looks very different.
Open → 2609.34730v1

Persona agent system adapts and evolves through long term interaction

Emergi-PersonaOS: A Persona Agent Operating System for Situational Adaptation and Controllable Evolution

Abstract: Symbiosis between humans and digital beings offers a vision for the future of human--machine interaction. In enduring human--machine relationships, personality provides a foundation for continuity of identity, individuality in interaction, and development through experience. We investigate this capacity through persona agents as computational implementations and introduce Emergi-PersonaOS, a psychology-grounded operating system for managing persona objects throughout their lifecycle. The system organizes dispositional traits, characteristic adaptations, and narrative identity into a three-layer persona representation, distinguishing relatively enduring persona beliefs from their activation in the current persona state. During situational adaptation, it integrates the current interlocutor, relationship, event, and retrieved memories to infer a persona state and generate actions and replies; during long-term development, it records experiences and outcomes, and develops and evaluates revision candidates through change attribution, meaning-making, and behavioral testing. Belief updates are managed through explicit review, traceable evidence and version records, and the ability to reject candidates, making persona evolution controllable. Using television-character dialogue as longitudinal material, we demonstrate long-horizon system operation and examine its principal mechanisms in a concrete implementation. This work provides a computational framework for persona agents to maintain individual continuity, produce situation-specific expression, and develop through experience over sustained interaction.

Wed 23 SeptArtificial Intelligence
The gist
People and digital helpers can build lasting relationships by having personalities that grow and change over time. The authors created Emergi-PersonaOS, a system that manages these personalities like a software operating system. It keeps track of traits, behaviors, and stories that shape the personality, and changes them based on interactions and memories. This allows digital agents to respond differently in situations while also learning and evolving in controlled ways over long interactions.
Open → 2609.27417v1

Visual parkour benchmark suite helps test robot locomotion in realistic scenes

The Neverwhere Visual Parkour Benchmark Suite

Abstract: State-of-the-art visual locomotion controllers are increasingly capable at handling complex visual environments, making evaluating their real-world performance before deployment increasingly difficult. This work intends to narrow this train/evaluation gap by developing a collection of hyper-photo-realistic, closed-loop evaluation environments - The Neverwhere Benchmark Suite - comprised of over sixty 3D Gaussian Splatting reconstructions of urban indoor and outdoor scenes. Our goal is to encourage large-scale and reproducible robot evaluation by making it easier to create and integrate Gaussian splats-based reconstructions into simulated continuous testing setups. We also underscore the potential pitfalls of relying exclusively on 3D Gaussian-generated data for training, by providing policy checkpoints trained over multiple Neverwhere scenes and their performance when evaluated in novel scenes. Our analysis illustrates the necessity of sourcing diverse data to ensure performance. Code and data are available on the project page: https://ziyc.github.io/neverwhere-bench/.

Mon 14 SeptRoboticsComputer Vision and Pattern RecognitionMachine Learning
The gist
It is hard to test how well robots move in complicated real-world places before sending them out. The authors created a set of super-realistic 3D scenes called the Neverwhere Benchmark Suite to help test robots’ movement controllers in virtual environments. These 3D scenes combine indoor and outdoor city spots made from a method called Gaussian Splatting. The authors also found that training robots using only these types of scenes can limit their ability to work well in new places, showing the need for varied data.
Open → 2609.16443v1