Cultivating Game Sense for Yourself: Making VLMs Gaming Experts

Fuente: arXiv
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Main Authors: Lu, Wenxuan, He, Jiangyang, Zhang, Zhanqiu, Guo, Yiwen, Zang, Tianning
Format: Preprint
Published: 2025
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author Lu, Wenxuan
He, Jiangyang
Zhang, Zhanqiu
Guo, Yiwen
Zang, Tianning
author_facet Lu, Wenxuan
He, Jiangyang
Zhang, Zhanqiu
Guo, Yiwen
Zang, Tianning
contents Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers, frequently pausing the game to analyze screens and plan action through language reasoning. However, this inefficient paradigm fundamentally restricts agents to basic and non-fluent interactions: relying on isolated VLM reasoning for each action makes it impossible to handle tasks requiring high reactivity (e.g., FPS shooting) or dynamic adaptability (e.g., ACT combat). To handle this, we propose a paradigm shift in gameplay agent design: instead of directly controlling gameplay, VLM develops specialized execution modules tailored for tasks like shooting and combat. These modules handle real-time game interactions, elevating VLM to a high-level developer. Building upon this paradigm, we introduce GameSense, a gameplay agent framework where VLM develops task-specific game sense modules by observing task execution and leveraging vision tools and neural network training pipelines. These modules encapsulate action-feedback logic, ranging from direct action rules to neural network-based decisions. Experiments demonstrate that our framework is the first to achieve fluent gameplay in diverse genres, including ACT, FPS, and Flappy Bird, setting a new benchmark for game-playing agents.
format Preprint
id arxiv_https___arxiv_org_abs_2503_21263
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Cultivating Game Sense for Yourself: Making VLMs Gaming Experts
Lu, Wenxuan
He, Jiangyang
Zhang, Zhanqiu
Guo, Yiwen
Zang, Tianning
Computation and Language
Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers, frequently pausing the game to analyze screens and plan action through language reasoning. However, this inefficient paradigm fundamentally restricts agents to basic and non-fluent interactions: relying on isolated VLM reasoning for each action makes it impossible to handle tasks requiring high reactivity (e.g., FPS shooting) or dynamic adaptability (e.g., ACT combat). To handle this, we propose a paradigm shift in gameplay agent design: instead of directly controlling gameplay, VLM develops specialized execution modules tailored for tasks like shooting and combat. These modules handle real-time game interactions, elevating VLM to a high-level developer. Building upon this paradigm, we introduce GameSense, a gameplay agent framework where VLM develops task-specific game sense modules by observing task execution and leveraging vision tools and neural network training pipelines. These modules encapsulate action-feedback logic, ranging from direct action rules to neural network-based decisions. Experiments demonstrate that our framework is the first to achieve fluent gameplay in diverse genres, including ACT, FPS, and Flappy Bird, setting a new benchmark for game-playing agents.
title Cultivating Game Sense for Yourself: Making VLMs Gaming Experts
topic Computation and Language
url https://arxiv.org/abs/2503.21263