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Player-1: Learning to Play from Synthetic Experience

Post-training pipeline that boosts game-control transfer by fine-tuning on 6,044 curated gameplay trajectories and then continuing training with PPO across 16 synthetic 2D/3D environments, extending the keyboard/mouse action space with relative pointer motion, sustained inputs, and composite actions.

Introduction

Modern games expose agents to visually rich, dynamic states that supervised demonstrations alone rarely cover. This work argues that a focused post-training stage—combining supervised initialization with targeted reinforcement learning in programmatically verifiable synthetic environments—can bridge that gap and meaningfully improve cross-game transfer.

Key Findings
  • Synthetic multi-environment RL improves transfer: training with Player-1-Gym (16 randomized 2D/3D environments) yields substantial gains over supervised-finetuned (SFT) policies, showing that curated, verifiable probes of control demands teach behaviors that generalize to real games.
  • Action-space extensions matter: adding relative pointer motion, sustained inputs, and composite keyboard+mouse actions lets the agent learn richer control primitives; during RL the agent increases use of composite actions, indicating policy-level reliance on those primitives.
  • Empirical improvements: 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 versus 12.63% for the strongest evaluated baseline, and also improves results on ViZDoom-10 and GameWorld.
  • Broader synthetic coverage helps: wider variety in environment dynamics and observations during RL correlates with better transfer to held-out game benchmarks, suggesting environment diversity is a key lever.
Who it's for and trade-offs

Great fit if you want to push a vision-and-input-conditioned agent beyond imitation: teams building game-playing agents, computer-use models that must handle mouse+keyboard, or researchers studying transfer between synthetic probes and real interactive tasks. Look elsewhere if you need a plug-and-play supervised-only model or if you cannot afford the RL engineering and compute overhead; the approach requires environment engineering, reward specification, and multi-environment RL tuning (PPO).

Method highlights
  • Supervised initialization on 6,044 curated gameplay trajectories that pair recorded low-level actions with task instructions and visual reasoning.
  • Player-1-Gym: a suite of 16 engineered 2D/3D environments with programmatic rewards, randomized observations and control dynamics to support multi-environment PPO training.
  • Policy-level insights: the agent increases composite/sustained inputs during RL, indicating learned exploitation of extended action primitives; broader env coverage improves downstream transfer more than narrow or single-env RL runs.

Taken together, the paper presents a practical post-training recipe: use focused supervised data to bootstrap low-level control, then use diverse, verifiable synthetic environments to let RL grow generalizable control habits that transfer across real games.

Information

  • Websitearxiv.org
  • AuthorsMingyu Ouyang, Yiran Wang, Siyuan Hu, Xingyilang Yin, Huiqiang Sun, Guangzhi Wang, Junfu Pu, Cheng Cheng, Honghao Chen, Ying Shan …
  • Published date2026/10/14

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