Multi-Task Learning for Heterogeneous Prediction from Video Game State with Transfer Learning
Authors: Jonas Peché, Aliaksei Tsishurou, Alexander Zap, Günter Wallner
Abstract
Multi-task learning (MTL) is a promising approach for prediction tasks derived from video game state data, as modern game telemetry provides multiple related supervision signals from the same structured observations. We study whether a shared model trained jointly across tasks in team-based multiplayer games can improve generalization while reducing training and inference cost compared to specialized single-task models. We adapt a multimodal architecture for endpoint prediction to a general multi-task setting that combines rasterized vision inputs, global match context, and per-unit state information through an image encoder and attention-based interaction modeling. Experiments on a large proprietary World of Tanks dataset compare single-task and multi-task training, evaluate weighting strategies for mixed losses and conflicting gradients, and test pre-training/fine-tuning under limited target-data regimes. We also examine within-game transfer across game maps under structured environment shift.
Current video world models struggle in multiplayer environments because they entangle world state with view-dependent visual latents, leading to redundant compute, view inconsistencies, and poor scalability. We propose MASS (Multiplayer world models with Authoritative Shared State) to resolve this limitation. Inspired by multiplayer game architectures, MASS disentangles world dynamics and view rendering. A learned Logic Engine advances a global, authoritative typed state from joint actions without any hand-written transition function, acting as the sole recurrent memory and synchronization reference. From this shared state, a learned Rendering Engine generates independent and consistent views for any requested camera on demand. This explicit disentangling allows MASS to achieve superior state accuracy and lower cross-view inconsistency compared to state-of-the-art multi-view baselines on a matched multiplayer Snake benchmark. It advances predicted worlds with 1,024 concurrent players for 10,000 recurrent steps. Our results show that explicit, authoritative state modeling provides a practical foundation for scalable and consistent multi-agent world simulation.
Scaling reinforcement learning (RL) to diverse multitask settings remains a central challenge. While recent advances in model-based RL achieve strong performance, they rely on planning and complex training pipelines, making it unclear which components are essential for scalability. We revisit this question and argue that the primary driver of scalable multitask RL is not model-based control, but \emph{representation learning}. In particular, we show that combining predictive, model-based representations with high-capacity value function approximation is sufficient to achieve strong performance, even without planning. We evaluate a simple model-free algorithm, MR.Q, coupled with auxiliary predictive objectives into a scalable actor-critic architecture. This approach outperforms a recent world-model-based method and a range of deep RL baselines across a diverse suite of multitask continuous control tasks, while significantly reducing computational overhead and improving wall-clock efficiency. We observe consistent improvements with increased model capacity and show through ablations that predictive representation learning is critical for performance.
Multi-task learning (MTL) aims to construct a joint model for multiple tasks by sharing a common representation across domains. To achieve this goal, existing optimization-centric methods either balance task gradients or modify the shared architecture. However, as these approaches remain agnostic to the content of the shared representation, they fail to disentangle task-relevant structure from spurious context, leading to negative transfer and poor generalization. To overcome this limitation, we propose Causal Orthogonal Representations for Multi-Task Learning (CORE-MTL), a causally motivated representation-centric framework that encourages a structured semantic-residual factorization of the shared representation, concentrating task-relevant structure in the semantic stream while relegating nuisance variation to the residual stream. We instantiate this framework in the visual domain by leveraging physical priors for structured scenes and statistical constraints for attributes. Theoretically, our method enjoys a tighter out-of-distribution generalization bound than optimization-centric methods and reduces task gradient interference without explicit gradient projection or reweighting. Empirically, CORE-MTL consistently outperforms existing methods on visual multi-task benchmarks in both in-distribution and out-of-distribution settings. Code is publicly available at https://github.com/Hope-Rita/CORE-MTL.