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This article details an experiment to train a world model based on JEPA architecture to play Pokémon Red, exploring the process and challenges involved in teaching AI to navigate a game environment.
JEV, an AI model for rapid decision-making, is now integrated into Spawn, enabling game creators to design dynamic NPCs, bosses, and puzzles that respond intelligently.
The paper introduces GameHorizon Suite, a unified data and evaluation framework for assessing AI models' capabilities in gameplay across multiple temporal horizons, featuring an annotation pipeline, large-scale dataset, and reproducible benchmark.
A user reports that GPT-6 independently played and won a run of Slay the Spire 2 without external assistance, though with mistakes and usage limits, leading them to speculate about its proto-AGI potential.
Jev can run 50 sessions of Subway Surfers simultaneously with operating speed surpassing humans at a cost under 1 US cent, offering a high-speed execution capability that complements large models for AI agents.
Jev is a system that can play nine classic games simultaneously using a single API call, costing $1.80 per hour, showcasing efficient AI performance in real-time gaming.
openjev is a model based on Qwen3.5 trained for entailment tasks, enabling applications in reranking, grading, and real-time game playing, with the v2 version adding multi-modal capabilities and improved zero-shot performance.
This paper surveys the use of foundation models in game AI across roles like playing, modeling, design, and evaluation, highlighting transferability challenges and the need for game-specific validation.
The post asks how a seamless and hilariously goofy video featuring AI-tweaked UI in Black Myth: Wukong was created, highlighting the rarity of such content.
The paper proposes a deterministic framework that compiles games specified in VGDL into Dynamic Structural Causal Models to guarantee causal fidelity, enabling transparent causal pathways for counterfactual reasoning and causal reinforcement learning.
A quote from Tarn Adams, co-creator of Dwarf Fortress, discussing the shift from 'AI' to 'dwarf behavior' in game development and critiquing industry trends.
This paper introduces PokaiTrainer, an AI agent for competitive Pokémon VGC that scales belief-state search to handle simultaneous actions and stochastic outcomes, achieving a high Elo rating on live ladders.
This paper introduces ShuttleArena, a physics-based self-play environment for badminton where agents learn interpretable tactical policies using PPO, showing competitive improvement in shot selection and recovery.
GameWAM introduces the first unified world-action model for native video-game control, jointly predicting future visuals and executable actions using block-causal flow matching and mode-specific distributions.
A data scientist has created a benchmark for reinforcement learning and large language models by transforming Pokelike.xyz into a game environment where AI bots can be trained and tested. The project is open-source and invites contributions to improve bot performance.
WorldMind introduces a decoupled framework for state-aware NPC behavior in game world models, separating world modeling into understanding, decision, control, and generation layers to enhance responsiveness.
DungeonBench is a new benchmark for evaluating tactical reasoning in Dungeons & Dragons combat, testing AI policies on rules-rich decision-making across single encounters and linked adventuring days. Frontier language models often win direct fights but struggle with resource budgeting and rest timing over longer horizons.
A tutorial on improving A* pathfinding heuristics using landmark-based differential techniques to reduce node exploration, with interactive demos from game maps.
DeepEpoch is a no-code desktop app that learns to play 2D games by watching users play via behavior cloning, with human-in-the-loop fine-tuning.
Neural Drive is an action-conditioned world model for SuperTuxKart that runs entirely in the browser via WebGPU, predicting game frames from past frames and controls without a game engine.