A small, reproducible set of metrics that characterizes an environment's (or gameplay dataset's) induced transition kernel by (i) intrinsic one-step branching, (ii) interaction-induced uncertainty and opponent influence when observable, and (iii) temporal/spatial dependency span via standardized probe curves are proposed.
Abstract
Game world modeling (GWM) and reinforcement learning (RL) are often confounded because research papers rarely quantify how difficult the underlying transition prediction problem is at the declared interface (pixels/tokens/latents with finite history). We propose the Transition Complexity Profile (TCP): a small, reproducible set of metrics that characterizes an environment's (or gameplay dataset's) induced transition kernel by (i) intrinsic one-step branching, (ii) interaction-induced uncertainty and opponent influence when observable, and (iii) temporal/spatial dependency span via standardized probe curves. TCP is reported with an explicit reference distribution, protocol stochasticity, and a versioned measurement budget (sampling/resampling and fixed probe compute), enabling comparable numbers across benchmarks. We outline how common game families and modern"neural game engine"domains populate this landscape and call for TCP to become standard benchmark metadata and a required statistic in GWM and RL papers.
This work identifies narrow-support imitation as a source of policy collapse in LLM decision-making and suggests that preserving action support during SFT is important for maintaining exploratory behavior.
Junyi Sha, Renfei Tan, David Simchi-Levi· 0 citations
Personalized game generation requires inferring a player's abilities and behavioral style from how they play. Large language models have made this inference more attainable than ever: an LLM can read a raw gameplay transcript and produce a fluent, plausible profile of the player. Plausible, however, is not verified, and verification is precisely what the field lacks: latent traits are unobservable; questionnaires provide noisy proxies and become circular when self-reports are used to validate behavior-based inference; and behavior itself is ambiguous without context -- a player who never collects an item may not want it, or may never have had the chance. We address both problems. First, we construct a synthetic player population whose traits are ground truth by construction: each trait is an explicit bot parameter, accepted only after controlled manipulation produces consistent, trait-specific behavioral change. Unlike prior parameter-recovery work that inverts a known decision model, our benchmark evaluates policy-agnostic inference from behavioral transcripts alone. Second, we introduce an opportunity-aware decision-moment representation that disentangles preference from the chance to express it; ablating it selectively degrades opportunity-dependent traits. On this benchmark, few-shot LLM inference outperforms embedding- and rule-based baselines on most traits, though feature-based supervised regressors remain stronger overall. Finally, we close the loop: inferred profiles drive difficulty adaptation, evaluated against ground-truth references and mismatched-profile controls, and an exploratory human study examines whether these findings transfer to real players.
GenGamer is introduced, a framework that trains LLMs to reason like an expert player, and proposes the Deduction Tree Reward (DTR), a process-oriented mechanism that provides step-by-step feedback on the quality of the reasoning process, rather than relying solely on the final game outcome.
Yadong Zhang, Xinshu Shen, Yupei Ren et al.· Annual Meeting of the Associ...· 0 citations
RevengeBench, a benchmark of 75 LLM generated, Elo-calibrated policies across five game environments, drawn from CodeClash tournament trajectories, positions behavioral recovery of programmatic policies as a tractable inverse problem in code-space, opening a path to opponent modeling, policy interpretability, and the broader question of inferring latent mechanisms from observations.
Babak Rahmani, Sebastian Dziadzio, Joschka Strüber et al.· arXiv.org· 0 citations
This work proposes a game-theoretic framework that gives this reward-retention trade-off an explicit statistical interpretation, and provides a principled method for learning this equilibrium coefficient via reduction to the KL-regularized RL objective, thus allowing for flexible integration into standard fine-tuning pipelines.
Keegan Harris, Brian Lee, Ian Waudby-Smith et al.· 0 citations
This project investigates scaling test-time compute through a Generative Verifier (GV) on the Countdown mathematical reasoning task using a computationally constrained 0.5B parameter regime, hypothesizing that the “verification gap” will widen at higher values of N due to the model’s limited semantic capacity.