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Paper review · October 16, 2026

Player-1: An Agent That Learns to Play Games from Synthetic Experience

Player-1: Learning to Play from Synthetic Experience

AgentsReinforcement learningMultimodal Intermediate Upvotes 237 cs.CV ARC Lab, Tencent

It extends the action space of a computer-use agent for games and applies reinforcement learning in 16 synthetic environments, substantially improving control performance even in games not used for training.

Problem

Computer-use agents can read the screen and operate a keyboard and mouse. However, they are still weak at games that require precise aiming, continuous movement and simultaneous inputs. Demonstration data covers only part of the states a game can produce, and it is also hard to attach programmatic rewards to commercial games to build large-scale interactive training environments.

Method

First, they added relative pointer movement, key holding (hold) and composite actions that execute multiple inputs simultaneously to the action space. Next, they converted 6,044 gameplay trajectories (295,097 turns) to this action space, used a VLM to attach task instructions and step-by-step visual reasoning, and performed fine-tuning (SFT). They then built 16 2D and 3D synthetic environments (Player-1-Gym) across five families: aiming, combat, driving, navigation and UI control. These environments give verifiable rewards based on game state and randomize appearance, camera, scene and control sensitivity. Finally, they jointly trained Qwen3.5-9B and 35B-A3B with PPO using per-environment advantage normalization.

Results

Limitations

Reinforcement learning ran for 200 steps, and the synthetic environments are only the 16 the authors built. External baselines were measured under the authors' evaluation protocol. Success rates on MineDojo Harvest tasks remain low, around 10–12%, even after reinforcement learning. The provided text was cut off, so the final ViZDoom and GameWorld numbers and detailed ablation results could not be checked.

Why it matters

It provides evidence that training that transfers to other games is possible using only synthetic environments targeting common control skills, without building rewards for each real game. It is a useful reference for teams looking to extend computer-use agents to domains that require real-time control.

Key terms

Computer-Use Agent (CUA)
An agent that performs digital tasks by looking at screenshots and outputting keyboard and mouse actions.
Composite Action
An action that executes multiple keyboard and mouse inputs simultaneously within one control step. For example, pressing Space while holding W to jump while running.
RLVR
Reinforcement learning that uses rewards that can be verified programmatically. Here, changes in game score are used as step-by-step rewards.
Environment Randomization
A technique that randomly changes environment factors such as color, camera, layout and control sensitivity during training so the model does not overfit to a specific environment.

Original

Authors: Mingyu Ouyang, Yiran Wang, Siyuan Hu, Xingyilang Yin, Huiqiang Sun, Guangzhi Wang, Junfu Pu, Cheng Cheng, et al. · Posted 2026-10-14 · License arXiv 비독점 배포 라이선스 · Based on the full text

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