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.
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.
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/.