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확장형 세계 모델을 위한 검증 가능한 궤적 데이터 엔진으로서의 에이전트 기반 게임 개발
확장형 세계 모델을 위한 검증 가능한 궤적 데이터 엔진으로서의 에이전트 기반 게임 개발
Pengfei Zhou Hexin Wang Zhengfeiyang Zhang Yixing Ma Zhenglin Wan Kaipeng Zhang Wangbo Zhao Yang You
초록
세계 모델을 확장하는 일반적인 전략은 더 많은 컴퓨팅 자원을 투입하여 더 많은 크롤링 비디오로 학습시키는 것이다. 우리는 이 전략이 비효율적이라고 주장한다. 세계 모델의 확장에는 근거 있는 보상 신호를 제공하는 재귀적 데이터 엔진 또한 필요하다. 코드 에이전트의 성공은 이것이 왜 중요한지 보여준다. 코드는 실행 가능하므로, 컴파일러와 런타임은 대규모 언어 모델(LLM)의 강화 학습(RL) 사후 훈련을 위한 고품질의 보상을 제공할 수 있다. 반면, 공간 생성은 여전히 CLIP 점수와 같은 모호한 대리 지표에 크게 의존한다. 이러한 신호는 모호하고 편향되어 있어 RL 사후 훈련을 지원하기 어렵다. 이와 비교할 때, 게임 개발은 공간 세계 모델에 부족했던 보상 환경을 제공한다. 게임 엔진으로 인코딩된 장면은 실행 가능한 세계 명세이다. 엔진은 충돌, 물리 법칙, 탐색 가능성 및 제한된 플레이 가능성을 효율적으로 검사할 수 있으며, 개발자는 해당 장면을 수용할지 판단함으로써 전역적 검증 신호를 제공한다. 또한 게임 개발은 RL 사후 훈련을 위한 실제 세계의 장기적 궤적 데이터를 제공한다. 따라서 우리는 인간-엔진 검증을 통한 강화 학습(RLHEV)을 제안한다. 이는 개발 과정에서 얻은 조밀한 엔진 신호와 암묵적인 인간 수용 피드백을 결합한 사후 훈련 패러다임이다. 우리는 이 훈련 목표를 제안하는 에이전트 기반 세계 모델(AWoMo)에 적용한다. AWoMo는 장면 편집을 제안하고, 인간-엔진 검증을 관찰하며, 수용되거나 수리된 다중 모드 궤적을 훈련 데이터로 변환하는 세계 구축 에이전트이다. 우리는 통제된 실험을 통해 제안된 접근 방식을 평가한다. 200개의 Unity 에셋 편집 평가인 UnitySceneBench에서 우리의 RLHEV는 가장 높은 점수를 획득했다. 일반화 측면에서 전이 학습은 분포 외 변화에 도움이 되었으며, Unreal 및 Godot 교차 엔진 실험에서 긍정적인 신호를 제공했다. AWoMo로 증강된 훈련은 R2R, Gymnasium MuJoCo 및 D4RL Gym-MuJoCo에서 정책의 체화된 성능 또한 향상시켰다. 재현을 위해 에이전트 아티팩트를 공개한다: https://github.com/LanceZPF/cardinal-preview.
One-sentence Summary
National University of Singapore, UC Berkeley, and collaborators propose Reinforcement Learning with Human-Engine Verification (RLHEV), a post-training paradigm that combines dense game-engine signals with implicit human acceptance to train an Agentic World Model (AWoMo) for scene generation, thereby providing grounded reward signals for spatial world models and improving embodied policy performance on R2R and MuJoCo.
Key Contributions
- RLHEV is a post-training paradigm that combines dense engine verification signals (collision, physics, navigability) with implicit human acceptance feedback from game development to provide grounded rewards for spatial world models.
- AWoMo is an agentic world model that proposes scene edits, observes human-engine verification, and converts accepted or repaired multimodal traces into training data.
- On UnitySceneBench, RLHEV achieves the highest score. Transfer learning yields positive signals in Unreal and Godot cross-engine experiments, and AWoMo-augmented training improves embodied policy performance on R2R, Gymnasium MuJoCo, and D4RL Gym-MuJoCo.
Introduction
Spatial intelligence tasks like video generation, 3D synthesis, and world modeling lack the scalable, reliable verification that has accelerated progress in code and reasoning agents. Prior work depends on fuzzy proxy metrics such as FVD and CLIP similarity and on expensive, low-bandwidth human ratings, which introduce noise and bias that cap post-training at imitation rather than correctness. The authors argue that game development supplies a practical recursive data engine: game engines automatically verify structural properties (collisions, navigation, script integrity) while human developers provide final acceptance judgments, yielding dense, grounded feedback. They propose the Agentic World Model (AWoMo), a developer-centered agentic workflow that captures complete world-building trajectories, and train it with Reinforcement Learning with Human-Engine Verification (RLHEV). This dual-verification loop transforms world construction into a self-improving process, giving spatial models a post-training path analogous to the one that succeeded for code.
Method
The authors propose Reinforcement Learning from Human-Engine Verification (RLHEV) to address the limitations of fuzzy, subjective reward proxies in spatial generation. Instead of relying solely on expensive and noisy human annotations for final outputs, RLHEV leverages game engines as cheap, grounded verifiers for structural properties, while reserving human judgment for final acceptance and intent alignment.
As shown in the framework diagram:
This approach shifts the paradigm from high-cost, low-quality subjective annotations to a recursive, evolving loop. The core system, named AWoMo, is organized around an omni-modal world model with four distinct interfaces. The intent interface receives task briefs and design constraints. The action interface emits scene programs, asset edits, and repair actions. The verification interface records engine checks such as collision, physics stability, and navmesh reachability. Finally, the review interface captures developer acceptance, rejection, and critique. The execution loop follows a propose, render, verify, repair, and review cycle, generating structured traces that serve as training data.
Refer to the figure below:
The bottom pipeline illustrates this human-engine feedback loop. Raw inputs are processed by an Agentic World Model, which interacts with a Game Engine and a Game Developer. The engine provides localized failure signals through a recursive feedback loop involving user intent, physics, multimodal large language models, and agents. This contrasts sharply with the top pipeline, where synthesizing and manual annotation lead to fuzzy rewards and overoptimization sinkholes.
At the heart of this architecture is a shared executable scene-program representation.
As illustrated in the figure below:
The World Model Trained by RLHEV bridges understanding and generation through this Scene Program. The generation process (Forward Map) maps text intent, design goals, and task specifications into scene synthesizing, producing entities, transforms, materials, physics, and behavior scripts. The understanding process (Inverse Map) performs scene reasoning on images, videos, and 3D Gaussian Splatting to reverse-engineer the scene program. The model is grounded by Engine-native Labels (spatial, contacts, affordances, physics) and Human World Knowledge Alignment (developer verification).
To formalize the data collection, the authors introduce the Unified World-Development Protocol (UWDP). This typed multimodal protocol converts ordinary game-development work into state-action-check-review traces. A compact instance is defined as ut=(b,ot,st,at,gt,vt,ht,ρt), where b is the design intent, ot is the object identifier, st stores spatial and semantic fields, at is the edit action, gt is the engine output, vt is rendered evidence, ht is the reviewer decision, and ρt links repairs and risks. This protocol ensures that the workflow used to build a world simultaneously emits its own verifiable training data.
Experiment
The evaluation uses a human-engine verification workflow where a world model generates or edits game assets, receives feedback from engine checks and a human reviewer, and is post-trained on that signal. Experiments on UnitySceneBench show that combining human and engine rewards achieves the best asset classification performance, while pretraining on source data improves out-of-distribution generalization within Unity and yields positive transfer gains to Unreal and Godot engines. Embodied diagnostic runs further demonstrate that AWoMo-augmented training improves policy performance on navigation and locomotion tasks. Overall, the pilot studies support human-engine verification as a practical feedback source, with the strongest gains observed under dual verification, though larger-scale studies are needed to confirm generalization.