AIarXiv

Ranked by formulaVerdict: Routine

Player-1: Learning to Play from Synthetic Experience

Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions.

By Ouyang, Wang, Hu +9

Score██████░░░░5.8

Key numbers

  • 38.33% success compared with 12.63%

Caveats

  • Preprint; not yet peer reviewed.

VerdictCompetent work. Briefs at most.

Read the originalPDFCode

Abstract

Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their visually rich worlds and diverse mechanics, remain challenging and offer a demanding next step toward general digital control. Current game-agent learning pipelines often rely on large-scale demonstrations with limited coverage of dynamic game states, while scalable environments for interactive training remain difficult to obtain. We introduce Player-1, a post-training framework for learning game control beyond demonstrations through synthetic experience. We extend the computer-use action space with relative pointer motion, sustained inputs, and composite actions. For supervised initialization, we fine-tune computer-use models on 6,044 curated gameplay trajectories that pair recorded actions with task instructions and visual reasoning. We construct Player-1-Gym, sixteen synthetic 2D and 3D environments designed around control demands shared across games. Programmatically verifiable rewards and randomized observations and control dynamics support multi-environment reinforcement learning with PPO. The resulting Player-1-9B and Player-1-35B-A3B improve MineDojo-300 success over their SFT policies by 27.8 and 17.7 percentage points, respectively. Player-1-9B reaches 38.33% success compared with 12.63% for the strongest evaluated baseline, with further gains over SFT on ViZDoom-10 and GameWorld. Further analyses show that broader synthetic environment coverage improves transfer, while the use of composite actions that combine multiple keyboard and mouse inputs increases during RL. We demonstrate that learning from synthetic experience substantially improves game control beyond supervised initialization, with gains that generalize beyond the RL training suite.

Mingyu Ouyang, Yiran Wang, Siyuan Hu, Xingyilang Yin, Huiqiang Sun, Guangzhi Wang, Junfu Pu, Cheng Cheng, Honghao Chen, Ying Shan, Mike Zheng Shou, Hwee Tou Ng

The editor's rubric

Heuristic review

DimensionLevelWeightWhat that level means
Leverage███░░ 324%A method or resource many groups across the field will adopt within a year.
Magnitude██░░░ 218%Solid incremental gain on a meaningful problem.
Evidence███░░ 314%Solid: multiple benchmarks or cohorts, ablations, fair baselines, released code or data.
Novelty██░░░ 216%A new combination of known ideas.
Trajectory██░░░ 218%Some room to improve with obvious engineering.
Stakes██░░░ 210%Benefits a professional community (practitioners, clinicians, engineers).

Editor’s rationale

Heuristic triage from title and abstract text only, not a reading of the paper. Cues found: method (we propose, we report); design (randomized); verification (code released); scale (scalable); stakes (general AI).

How the score was computed

rank-2026-10-07

Score██████░░░░5.8

Score = 10 × (65% × adjusted merit / 10 + 25% × attention + 10% × freshness)

Merit
4.8 / 10
Weighted rubric, evidence-gated.
Adjusted merit
4.3 / 10
Shrunk toward the desk prior by editor confidence (40%).
Attention
90%
Citations, upvotes, points, mentions.
Freshness
79%
Half-life decay since publication.
  • Hugging Face upvotes139 (reference 25, via hf-daily, Oct 15, 2026, 13:49 UTC)
  • GitHub stars2 (reference 250, via hf-daily, Oct 15, 2026, 13:49 UTC)

The record

  • Reviewed by heuristic-v6 on Oct 15, 2026, 02:05 UTC. Paper type: method.
  • Categories: cs.CV, cs.AI, cs.HC
  • TOP, No.1 in the Artificial Intelligence edition of October 15, 2026.