Abstract:Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers, frequently pausing the game to analyze screens and plan action through language reasoning. However, this inefficient paradigm fundamentally restricts agents to basic and non-fluent interactions: relying on isolated VLM reasoning for each action makes it impossible to handle tasks requiring high reactivity (e.g., FPS shooting) or dynamic adaptability (e.g., ACT combat). To handle this, we propose a paradigm shift in gameplay agent design: instead of directly controlling gameplay, VLM develops specialized execution modules tailored for tasks like shooting and combat. These modules handle real-time game interactions, elevating VLM to a high-level developer. Building upon this paradigm, we introduce GameSense, a gameplay agent framework where VLM develops task-specific game sense modules by observing task execution and leveraging vision tools and neural network training pipelines. These modules encapsulate action-feedback logic, ranging from direct action rules to neural network-based decisions. Experiments demonstrate that our framework is the first to achieve fluent gameplay in diverse genres, including ACT, FPS, and Flappy Bird, setting a new benchmark for game-playing agents.
Abstract:Deep learning usually relies on training large-scale data samples to achieve better performance. However, over-fitting based on training data always remains a problem. Scholars have proposed various strategies, such as feature dropping and feature mixing, to improve the generalization continuously. For the same purpose, we subversively propose a novel training method, Feature Weaken, which can be regarded as a data augmentation method. Feature Weaken constructs the vicinal data distribution with the same cosine similarity for model training by weakening features of the original samples. In especially, Feature Weaken changes the spatial distribution of samples, adjusts sample boundaries, and reduces the gradient optimization value of back-propagation. This work can not only improve the classification performance and generalization of the model, but also stabilize the model training and accelerate the model convergence. We conduct extensive experiments on classical deep convolution neural models with five common image classification datasets and the Bert model with four common text classification datasets. Compared with the classical models or the generalization improvement methods, such as Dropout, Mixup, Cutout, and CutMix, Feature Weaken shows good compatibility and performance. We also use adversarial samples to perform the robustness experiments, and the results show that Feature Weaken is effective in improving the robustness of the model.