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Hauptverfasser: Xu, Kaijie, Verbrugge, Clark
Format: Preprint
Veröffentlicht: 2025
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2508.18539
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author Xu, Kaijie
Verbrugge, Clark
author_facet Xu, Kaijie
Verbrugge, Clark
contents In complex 3D game environments, players rely on visual affordances to spot map transition points. Efficient identification of such points is important to client-side auto-mapping, and provides an objective basis for evaluating map cue presentation. In this work, we formalize the task of detecting traversable Spatial Transition Points (STPs)-connectors between two sub regions-and selecting the singular Main STP (MSTP), the unique STP that lies on the designer-intended critical path toward the player's current macro-objective, from a single game frame, proposing this as a new research focus. We introduce a two-stage deep-learning pipeline that first detects potential STPs using Faster R-CNN and then ranks them with a lightweight MSTP selector that fuses local and global visual features. Both stages benefit from parameter-efficient adapters, and we further introduce an optional retrieval-augmented fusion step. Our primary goal is to establish the feasibility of this problem and set baseline performance metrics. We validate our approach on a custom-built, diverse dataset collected from five Action RPG titles. Our experiments reveal a key trade-off: while full-network fine-tuning produces superior STP detection with sufficient data, adapter-only transfer is significantly more robust and effective in low-data scenarios and for the MSTP selection task. By defining this novel problem, providing a baseline pipeline and dataset, and offering initial insights into efficient model adaptation, we aim to contribute to future AI-driven navigation aids and data-informed level-design tools.
format Preprint
id arxiv_https___arxiv_org_abs_2508_18539
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Adaptive Visual Navigation Assistant in 3D RPGs
Xu, Kaijie
Verbrugge, Clark
Computer Vision and Pattern Recognition
In complex 3D game environments, players rely on visual affordances to spot map transition points. Efficient identification of such points is important to client-side auto-mapping, and provides an objective basis for evaluating map cue presentation. In this work, we formalize the task of detecting traversable Spatial Transition Points (STPs)-connectors between two sub regions-and selecting the singular Main STP (MSTP), the unique STP that lies on the designer-intended critical path toward the player's current macro-objective, from a single game frame, proposing this as a new research focus. We introduce a two-stage deep-learning pipeline that first detects potential STPs using Faster R-CNN and then ranks them with a lightweight MSTP selector that fuses local and global visual features. Both stages benefit from parameter-efficient adapters, and we further introduce an optional retrieval-augmented fusion step. Our primary goal is to establish the feasibility of this problem and set baseline performance metrics. We validate our approach on a custom-built, diverse dataset collected from five Action RPG titles. Our experiments reveal a key trade-off: while full-network fine-tuning produces superior STP detection with sufficient data, adapter-only transfer is significantly more robust and effective in low-data scenarios and for the MSTP selection task. By defining this novel problem, providing a baseline pipeline and dataset, and offering initial insights into efficient model adaptation, we aim to contribute to future AI-driven navigation aids and data-informed level-design tools.
title Adaptive Visual Navigation Assistant in 3D RPGs
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2508.18539