Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models

Hugging Face Daily Papers Papers

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.

A common strategy for scaling world models is to train on more crawled video with more compute. We argue that this strategy is inefficient: scaling world models also 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 for Reinforcement Learning (RL) post-training of LLMs. By contrast, spatial generation still relies largely on fuzzy proxies such as CLIP scores. These signals are fuzzy and biased, making them hard to support RL post-training. Compared with these, game development provides a missing reward environment for spatial world models. A scene encoded by a game engine is an executable world specification: the engine can efficiently check collision, physics, navigability and bounded 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 for RL post-training. We therefore propose Reinforcement 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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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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