Adapting a World Model for Trajectory Following in a 3D Game
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arXiv
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| Main Authors: | , , , , , , , , , , , , |
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| Format: | Preprint |
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2025
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| _version_ | 1866913796622123008 |
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| author | Tot, Marko Ishida, Shu Lemkhenter, Abdelhak Bignell, David Choudhury, Pallavi Lovett, Chris França, Luis de Mendonça, Matheus Ribeiro Furtado Gupta, Tarun Gehring, Darren Devlin, Sam Macua, Sergio Valcarcel Georgescu, Raluca |
| author_facet | Tot, Marko Ishida, Shu Lemkhenter, Abdelhak Bignell, David Choudhury, Pallavi Lovett, Chris França, Luis de Mendonça, Matheus Ribeiro Furtado Gupta, Tarun Gehring, Darren Devlin, Sam Macua, Sergio Valcarcel Georgescu, Raluca |
| contents | Imitation learning is a powerful tool for training agents by leveraging expert knowledge, and being able to replicate a given trajectory is an integral part of it. In complex environments, like modern 3D video games, distribution shift and stochasticity necessitate robust approaches beyond simple action replay. In this study, we apply Inverse Dynamics Models (IDM) with different encoders and policy heads to trajectory following in a modern 3D video game -- Bleeding Edge. Additionally, we investigate several future alignment strategies that address the distribution shift caused by the aleatoric uncertainty and imperfections of the agent. We measure both the trajectory deviation distance and the first significant deviation point between the reference and the agent's trajectory and show that the optimal configuration depends on the chosen setting. Our results show that in a diverse data setting, a GPT-style policy head with an encoder trained from scratch performs the best, DINOv2 encoder with the GPT-style policy head gives the best results in the low data regime, and both GPT-style and MLP-style policy heads had comparable results when pre-trained on a diverse setting and fine-tuned for a specific behaviour setting. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2504_12299 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Adapting a World Model for Trajectory Following in a 3D Game Tot, Marko Ishida, Shu Lemkhenter, Abdelhak Bignell, David Choudhury, Pallavi Lovett, Chris França, Luis de Mendonça, Matheus Ribeiro Furtado Gupta, Tarun Gehring, Darren Devlin, Sam Macua, Sergio Valcarcel Georgescu, Raluca Artificial Intelligence Computer Vision and Pattern Recognition Machine Learning Imitation learning is a powerful tool for training agents by leveraging expert knowledge, and being able to replicate a given trajectory is an integral part of it. In complex environments, like modern 3D video games, distribution shift and stochasticity necessitate robust approaches beyond simple action replay. In this study, we apply Inverse Dynamics Models (IDM) with different encoders and policy heads to trajectory following in a modern 3D video game -- Bleeding Edge. Additionally, we investigate several future alignment strategies that address the distribution shift caused by the aleatoric uncertainty and imperfections of the agent. We measure both the trajectory deviation distance and the first significant deviation point between the reference and the agent's trajectory and show that the optimal configuration depends on the chosen setting. Our results show that in a diverse data setting, a GPT-style policy head with an encoder trained from scratch performs the best, DINOv2 encoder with the GPT-style policy head gives the best results in the low data regime, and both GPT-style and MLP-style policy heads had comparable results when pre-trained on a diverse setting and fine-tuned for a specific behaviour setting. |
| title | Adapting a World Model for Trajectory Following in a 3D Game |
| topic | Artificial Intelligence Computer Vision and Pattern Recognition Machine Learning |
| url | https://arxiv.org/abs/2504.12299 |