Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models
Summary
This paper proposes using game engines as a verifiable trajectory data engine for scaling world models, introducing RLHEV to combine dense engine signals with human feedback for reinforcement learning post-training.
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Paper page - Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models
Source: https://huggingface.co/papers/2608.25518
Abstract
Game engines provide executable verification and long-horizon trajectories for reinforcement learning post-training of spatial world models, motivating a human-engine verification paradigm.
A common strategy for scalingworld modelsis to train on more crawled video with more compute. We argue that this strategy is inefficient: scalingworld modelsalso requires a recursive data engine that offers grounded reward signals. The success of code agents illustrates why this matters. As code is executable, compilers and runtimes can provide high-quality rewards forReinforcement Learning(RL) post-training of LLMs. By contrast, spatial generation still relies largely on fuzzy proxies such asCLIP scores. These signals are fuzzy and biased, making them hard to supportRL post-training. Compared with these, game development provides a missing reward environment for spatialworld models. A scene encoded by agame engineis anexecutable world specification: the engine can efficiently checkcollision,physics,navigabilityandbounded playability, while the developer provides the global verification signal by judging whether the scene should be accepted. Game development also provides real-world long-horizon trajectory data forRL post-training. We therefore proposeReinforcement Learning with Human-Engine Verification(RLHEV), a post-training paradigm that combines dense engine signals with implicit human acceptance feedback from the development process.
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