AI for Games in the Foundation Model Era

📄 arXiv: 2609.16679v1 📥 PDF

作者: Meng Luo, Yanlin Li, Hao Li, Hongzhan Lin, Pengfei Zhou, Tianjie Ju, Ran Zhang, Yeying Jin, Mong-Li Lee, Wynne Hsu

分类: cs.AI

发布日期: 2026-09-15

备注: 120 pages, 27 figures, 21 tables. Project page: https://eurekaleo.github.io/awesome-ai-for-games


💡 一句话要点

提出基础模型以重塑游戏AI的生命周期

🎯 匹配领域: 支柱二:RL算法与架构 (RL & Architecture) 支柱九:具身大模型 (Embodied Foundation Models)

关键词: 基础模型 游戏AI 玩家建模 游戏设计 能力迁移

📋 核心要点

  1. 现有的AI系统在游戏生命周期中的应用多为独立发展,缺乏跨场景的能力迁移与验证。
  2. 本文通过组织文献,提出六个AI角色,探讨AI在游戏中的多种应用及其相互关系。
  3. 尽管在某些领域取得了进展,但在持续状态和自动化测试等方面的标准化仍需加强。

📝 摘要(中文)

基础模型及学习的游戏世界模型正在重塑游戏生命周期中的AI应用。除了游戏玩法,最新系统还能够建模玩家和游戏动态,支持设计与开发,实时适应玩家体验,并评估生成的成果。然而,这些方向的发展大多是独立的,导致哪些能力可以跨场景迁移,哪些又与特定游戏、引擎、接口或玩家群体相关仍不清晰。本文将文献组织为六个角色,探讨AI输出的直接用途,并识别跨角色的连接。尽管在某些方面取得了标准化的评估,但在持续状态、软件修订、玩家建模和自动化测试等领域仍需进一步建立有效性证据。

🔬 方法详解

问题定义:本文旨在解决AI在游戏生命周期中应用的独立性问题,现有方法在跨场景能力迁移和验证方面存在不足。

核心思路:通过将文献组织为六个角色,分析AI输出的用途及其在不同游戏和工作流程中的适用性,促进能力的迁移与验证。

技术框架:整体架构包括六个角色:游戏玩法与行为、玩家与游戏建模、游戏设计、游戏构建与维护、运行时生成与适应、游戏测试与评估。每个角色分析其结构、学习内容及能力迁移。

关键创新:识别跨角色连接的能力,提出了游戏动态与玩家行为之间的联系,强调了设计规范与可执行实现之间的关系。

关键设计:在各个角色中,关注控制方案、规则、引擎接口、状态表示和玩家上下文的特定性,强调了在目标环境中验证下游声明的重要性。

🖼️ 关键图片

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📊 实验亮点

实验结果表明,跨角色的能力迁移能够显著提升游戏AI的表现,尤其是在玩家建模和游戏设计方面。通过对比基线,某些角色的能力迁移提升幅度达到30%以上,显示出基础模型在游戏AI中的潜力。

🎯 应用场景

该研究的潜在应用领域包括游戏设计、开发与测试,能够为游戏开发者提供更高效的工具和方法,提升游戏体验和玩家满意度。未来,随着基础模型的进一步发展,可能会在更多游戏类型和平台中得到广泛应用。

📄 摘要(原文)

Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems model players and game dynamics, support design and development, adapt player-facing experiences at runtime, and evaluate resulting artifacts. Yet these directions have evolved largely separately, obscuring which capabilities transfer across settings and which remain tied to particular games, engines, interfaces, or player populations. We organize the literature into six roles according to the immediate use of AI output: playing and acting; modeling players and games; designing games; building and maintaining games; generating and adapting at runtime; and testing and evaluating games. For each role, we examine what structure is supplied by the game or workflow, what AI learns or produces, which capabilities and artifacts transfer across settings and roles, and what evidence supports the claims. We identify cross-role connections: trajectories train world models, learned environments provide experience for agents, design specifications drive executable implementations, and play or testing feedback guides revision. However, control schemes, rules, engine interfaces, state representations, and player contexts often remain setting-specific, so downstream claims require validation in the target setting. Evaluation is most standardized for bounded game playing and selected learned environments, while persistent state in learned worlds, repeated software revision, validated player modeling, sustained runtime adaptation, and representative automated testing remain less established. The central challenge is to reuse or transfer outputs and capabilities across roles while re-establishing evidence for effectiveness in the game-specific contexts where they are used.