Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models
Organizations: National University of Singapore, HPC-AI Lab · InfRec, Cardinal AI Lab · University of California, Berkeley · Independent Researcher ·
Abstract
A common strategy for scaling world models is to train on more crawled video with more compute. We argue that this strategy is inefficient: scaling world models also requires a recursive data engine that offers grounded reward signals. The success of code agents illustrates why this matters. As code is executable, compilers and runtimes can provide high-quality rewards for Reinforcement Learning (RL) post-training of LLMs. By contrast, spatial generation still relies largely on fuzzy proxies such as CLIP scores. These signals are fuzzy and biased, making them hard to support RL post-training. Compared with these, game development provides a missing reward environment for spatial world models. A scene encoded by a game engine is an executable world specification: the engine can efficiently check collision, physics, navigability and bounded playability, while the developer provides the global verification signal by judging whether the scene should be accepted. Game development also provides real-world long-horizon trajectory data for RL post-training. We therefore propose Reinforcement Learning with Human-Engine Verification (RLHEV), a post-training paradigm that combines dense engine signals with implicit human acceptance feedback from the development process.
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Supplementary material from the paper’s appendix.
Appendix
| Field | Example value | Functionality |
|---|---|---|
| Arrange a playable storage room with a clear path to the exit. | Conditions generation on design intent. | |
| crate_07 ; relation near(chair_03) . | Localizes checks and repairs to objects or regions. | |
| Transform, collider bounds, material tags, navmesh status, and visibility flags. | Grounds the model in executable scene state. | |
| Move crate_07 to and regenerate its collider. | Supervises next-edit and repair prediction. | |
| Collision fail before repair; navmesh pass after repair. | Supplies verifier gates and dense rewards. | |
| Rendered preview, object mask, and camera metadata. | Provides reviewer-visible evidence. |
| Name | Definition |
|---|---|
| Zero-shot CLIP | A visual-proxy baseline. It classifies the acceptance or rejection of candidates using a threshold on CLIP similarity, without a learned task model or RL. |
| Fuzzy Proxies Baseline | The baseline model trained with CLIP similarity rewards. It tests whether visual-proxy rewards help the supervised baseline. |
| SFT Baseline | The baseline model trained only with supervised GT accept/reject labels from the training split. The GT is the binary accepted/rejected target label. It is excluded from the model input, and no RL reward is used. |
| Offline RLHF | Offline RL using only the human-review reward, without engine reward. |
| Engine-based RLVR | Offline RL using only engine-verification reward, without the human-review reward. |
| Full RLHEV | The full model trained with fused human-review and engine rewards, using weights and . |
| Method | 40 | 80 | 160 | 320 | 640 | 720 |
|---|---|---|---|---|---|---|
| Fuzzy Proxies Baseline | 0.7478 | 0.7246 | 0.7154 | 0.7316 | 0.7127 | 0.7174 |
| SFT Baseline | 0.7651 | 0.7423 | 0.7270 | 0.7362 | 0.7486 | 0.7441 |
| Offline RLHF | 0.7735 | 0.7558 | 0.7449 | 0.7515 | 0.7589 | 0.7652 |
| Engine-based RLVR | 0.7430 | 0.7165 | 0.7137 | 0.7550 | 0.7904 | 0.7934 |
| Full RLHEV | 0.8002 | 0.7833 | 0.7821 | 0.7936 | 0.8106 | 0.8197 |
| Category | Transfer | Condition | Assert | Proxy | Engine acc. | Loss |
|---|---|---|---|---|---|---|
| Distribution | Unity held-out Unity | zero-shot | ||||
| Distribution | Unity held-out Unity | target | ||||
| Distribution | Unity held-out Unity | scratch | ||||
| Cross-engine | Unity Unreal | target | ||||
| Cross-engine | Unity Unreal | scratch | ||||
| Cross-engine | Unity Godot | target |
| Transfer | Condition | MLLM judge | Proxy | Loss |
|---|---|---|---|---|
| Unity Unreal | zero-shot | |||
| Unity Unreal | Unity-source only | |||
| Unity Unreal | target-adapted transfer | |||
| Unity Unreal | scratch | |||
| Unity Godot | zero-shot | |||
| Unity Godot | Unity-source only |
| Benchmark | Metric | Original | Naive aug. | AWoMo-aug. | Best | |
|---|---|---|---|---|---|---|
| R2R | Success rate | AWoMo | ||||
| Gymnasium MuJoCo | Rollout return | AWoMo | ||||
| D4RL Gym-MuJoCo | Normalized score | AWoMo |
World Model Learning
World model learning builds predictive models of how environments change under actions to support planning, simulation, and decision-making.
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