Learning to play: A Multimodal Agent for 3D Game-Play
Yuguang Yue, Irakli Salia, Samuel Hunt, Christopher Green, Wenzhe Shi, Jonathan J Hunt
TL;DR
This work tackles real-time, multimodal control in 3-D first-person games by building a large, text-annotated dataset and a text-conditioned policy trained via behavior cloning. A multi-game inverse dynamics model (IDM) imputes actions on unlabeled videos, enabling extensive pretraining for a decoder-only Transformer policy named Pixels2Play (P2P0.3) that runs in real time on consumer GPUs. The approach demonstrates cross-game generalization, enabling text-conditioned play across Roblox, MS-DOS titles, and FPS/racing games, with qualitative and limited quantitative evidence, while identifying challenges in long-horizon planning and robust evaluation. The work highlights the practical impact of leveraging unlabeled video through IDM, compact token-based architectures, and text conditioning to advance multimodal gaming agents on accessible hardware.
Abstract
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both substantially larger and more diverse compared to prior publicly disclosed datasets, and contains text instructions. We demonstrate that we can learn an inverse dynamics model from this dataset, which allows us to impute actions on a much larger dataset of publicly available videos of human game play that lack recorded actions. We then train a text-conditioned agent for game playing using behavior cloning, with a custom architecture capable of realtime inference on a consumer GPU. We show the resulting model is capable of playing a variety of 3-D games and responding to text input. Finally, we outline some of the remaining challenges such as long-horizon tasks and quantitative evaluation across a large set of games.
