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.
Figures & tables
Figure 1: Overview of Player-1 : learning game control beyond demonstrations. A shared game-control action space connects supervised initialization from gameplay demonstrations with multi-environment RL in Player-1-Gym . Learning from synthetic experience with verifiable rewards advances control capabilities beyond SFT, with gains that generalize beyond the RL training suite.
Method
Learning focus
Supervision
RL environments
Evaluation
Availability
Game-TARS
Large-scale pretraining
Reasoning + action
—
Held-out games
✗
SIMA 2
Embodied assistance
Reasoning + action
Games + world model
Held-out games
✗
NitroGen
System-1 generalist
Action
—
Games + adaptation
✓
Odysseus
Long-horizon RL
Reasoning + action
5 Mario levels
Mario games
✓
Player-1
Beyond demonstrations
Reasoning + action
16 synthetic envs
RL held-out games
✓
Table 1: Comparison of representative game-agent learning pipelines, including supervision, RL environments, evaluation scope, and pipeline and model availability.
Figure 2: Curated gameplay demonstrations for supervised initialization. (a) Recorded controls summarized by control type, number of inputs per control step, and pointer-motion mode in our demonstration trajectories. Two or more concurrent inputs form a composite action. (b) A demonstration sample pairing recorded actions with an annotated task instruction and visual reasoning.
Figure 3: Player-1-Gym : synthetic experience with verifiable rewards. (a) Shared control demands across five task families. (b) Visualization of sixteen 2D and 3D environments. (c) Examples of appearance, camera, and scene randomization applied to the same environment.
Success rate (%) ↑
Coverage by successes ( n/300 ) ↑
Method
Combat
Harvest
Overall
[95% CI]
≥ 1 of 8
≥ 2 of 8
≥ 4 of 8
JARVIS-VLA
7.56
5.00
6.71
[5.38, 8.08]
95/300
41/300
5/300
UI-TARS-1.5-7B
0.56
0.00
0.38
[0.13, 0.67]
8/300
1/300
0/300
NitroGen
0.00
0.00
0.00
[-]
0/300
0/300
0/300
Open-P2P-1.2B
0.44
0.00
0.29
[0.08, 0.50]
7/300
0/300
0/300
GameWAM
14.00
9.88
12.63
[10.79, 14.54]
155/300
79/300
16/300
Table 2: Task success and coverage on MineDojo-300. Results use 8 trials per task. Coverage counts tasks meeting the success thresholds; brackets show 95% task-bootstrap confidence intervals.
Table 6
Figure 4: Player-1-9B in the held-out commercial game Watch Dogs 2 : on-foot navigation, car approach, vehicle entry, and city driving. The sequence illustrates coordinated movement and camera control during navigation, and specified inputs for vehicle entry and driving. Reasoning and action text has been lightly shortened and reformatted for readability.
Figure 5: Training dynamics and the effect of supervised initialization. (a,b) Mean episode returns and game scores across 16 environments for 9B and 35B-A3B over 200 RL steps; faint traces show raw values and bold curves show EMA. (c) Base → RL and SFT → RL for 9B over 0–100 RL steps.
Figure 6: Per-environment episode returns for 9B and 35B-A3B over 200 RL steps. The curves show differences in learning progress, return scales, and relative model performance across diverse synthetic environments.
Figure 7: Environment scaling at a fixed budget of 25,600 episodes over 100 RL steps. Zero denotes the SFT reference.
Figure 8: Evolution of action composition during Player-1-Gym validation. Composite-action use rises from 64.7% to 93.2% over 100 RL steps. Bars show each checkpoint’s most frequent actions as shares of all turns. K-H: key hold; M-M: mouse movement; M-LC: mouse left click.
Appendix figures & tables14 assets
Supplementary material from the paper’s appendix.
Appendix
Component
Semantics
Key hold / tap
Hold a set of keys throughout the step, or briefly press and release them.
Mouse movement
Move to an absolute screen position or apply a relative displacement.
Mouse hold / click
Hold one button throughout the step, or click one button. Different buttons may execute concurrently.
Mouse scroll
Apply one upward or downward scroll step.
Wait
No operation. Advance one step without keyboard or mouse input.
Appendix
Table 5: Game-control semantics. Inputs in a composite action execute concurrently within one step; bindings are restricted to those supported by the environment.
Figure 9: Sources and game distribution of the 6,044 gameplay demonstrations used for SFT. (a) Sources and scale, with sampled control hours. (b) Game distribution.
Source
Mapping
In-house
Recording-specific calibration coefficients.
D2E
Source-level kx=ky=0.66 for relative input; absolute endpoints for UI operations.
Table 7: 2D environments, controls, and verifiable score components. State fields are read from gameGymAPI.getState().metrics ; primary_score gives the resulting cumulative score.
Environment
Task and control
Score components
State fields (API)
3D aiming
Track and hit targets
Target hits
hits
3D combat arena
Coordinate movement, aim, and fire
Enemies defeated
kills
3D road driving
Follow bends and checkpoints
Checkpoints reached
checkpoints_passed
3D lane driving
Collect and avoid with lane changes
Coins collected
coins_collected
3D spear duel
Track, charge, release, and dodge
Spear hits −0.5× damage received
spear_hits , damage_taken
3D sword duel
Approach, aim, and strike
Attack hits + defeats −0.5× damage received
attack_hits , kills , damage_taken
Appendix
Table 8: 3D environments, controls, and verifiable score components. State fields are read from gameGymAPI.getState().metrics ; primary_score gives the resulting cumulative score.
(a) Appearance
Visual attribute
Native
Perturbed distribution / choice
Applies to
Entity hue shift
0∘
Uniform over {0,60,120,180,240,300}∘
All games
Entity saturation
1
U(0.95,1.25)
All games
Entity lightness
1
U(0.96,1.15)
All games
Background hue shift
0∘
Tri(−10,0,10)∘
All games
Background saturation
1
Tri(0.55,1,1.05)
All games
Appendix
Table 9: Appearance, camera, scene, and control-response randomization configurations. Multipliers are relative to each game’s native setting. U denotes uniform sampling and Tri is parameterized by lower bound, mode, and upper bound. Rig parameters affect only camera components used by the game. Scene variation is task-specific and may already be present in native settings.
Figure 10: Visual examples of Player-1-Gym randomization: 16 environments × seven views. Original uses default profiles; Appearance, Camera, and Scene change one domain; Joint 1–3 combine these three dimensions. Control-response variation is omitted because its effects require action sequences rather than static screenshots.
Setting
Player-1-9B
Player-1-35B-A3B
Actor / critic
Dense 9B / dense 9B
MoE 35B-A3B / dense 9B
SFT
Training trajectories
6,044
History (visual–action + action-only)
2+2
Sampling
Pool weights: nine action pools 1 each; Other 0.1
Epoch budget / global batch
2 / 512 turns
Appendix
Table 10: Post-training configuration. Both model sizes share the settings below except for actor architecture. Each RL step includes rollout collection and PPO updates; critic-only warmup is excluded.
Envs.
Environment subset
Episodes / env. / step
2
2D shooting; 3D navigation
128
4
2-env. subset + 2D circuit driving; 3D aiming
64
8
4-env. subset + 2D UI crafting; 2D platforming; 3D sword duel; 3D road driving
32
16
Full Player-1-Gym suite
16
Appendix
Table 11: Environment subsets for 9B scaling. All runs use 100 RL steps and 25,600 episodes (256 per step), allocated equally across environments.
Panel
Tasks / maps
Trials
Budget
Metrics
Player-1-Gym
16 games
128 / game
50 decisions
Mean episode return
MineDojo-300
300 tasks
8 / task
1,000 decisions
Success; task coverage counts
ViZDoom-10
10 maps
50 / map
150–2,100 decisions
Scaled return
GameWorld
170 tasks; 34 games
3 / task
400 decisions
Success; progress
Appendix
Table 12: Evaluation panels, budgets, and reporting units. Decision limits are per episode (per role in GameWorld). The three external benchmarks use environments outside Player-1-Gym .
Figure 11: Example tasks and scenes from MineDojo-300.
Category
Map
Raw reward rule
Scale cm
Precision shooting
Basic
+106 for eliminating the target; −5 per shot; −1 per tic.
100
Defend the Center
+1 per kill; −1 on death.
10
Defend the Line
+1 per kill; −1 on death.
10
Goal navigation
Deadly Corridor
Forward position along the corridor; +1000 for collecting armor; −100 on death.
1000
My Way Home
+1 for reaching the goal; −0.0001 per tic.
1
Mobile combat
Battle 1
+1 per kill.
10
Appendix
Table 13: ViZDoom-10 map categories, raw reward rules, and fixed scales. Rewards accumulate over an episode; a tic is one simulator tick. Scaled Return divides the raw episode return by cm .
Figure 12: Example tasks and scenes from ViZDoom-10.
Figure 13: Example tasks and scenes from GameWorld.
Harvard University, Cambridge, MA, USA · MIT, Department of Brain and Cognitive Sciences, Cambridge, MA, USA · Kempner Institute for the Study of Natural and Artificial Intelligence, Cambridge, MA, USA +1