GamerA Generalist Vision-Language-Action Foundation Model
for Long-Horizon Real-Time Game Agent

Technical Report Hugging Face Paper soon Code

Playing through Honkai: Star Rail’s main story

Watch Gamer navigate, interact, and complete quests in Honkai: Star Rail.

Honkai: Star Rail · Extended gameplay

Chapter highlights

Minigame recordings

Puzzle solving in a unified action space

Gamer tackles five puzzle types in Honkai: Star Rail using the same keyboard-and-mouse interface, combining logical and spatial reasoning with temporal planning and precise timing.

Stage I CPT

Cross-game control with a shared action format

CPT adapts a pretrained multimodal model to a unified keyboard-and-mouse interface. From screen observations sampled at 5 Hz, the model predicts a mouse displacement and six consecutive 33 ms key-state blocks per 200 ms interval, enabling 30 Hz control without a separate action head.

Policy output · one observation interval

ΔPΔP = (0, 0, 0)
∅
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∅
∅
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K₁ · 0 msK₃K₆ · 200 ms

    

Executed on the client

Mouse displacement (ΔX, ΔY, scroll)

Repeat-aware loss decay

Repeated key states encode how long actions are held but dominate token-level supervision. Weighting the n-th consecutive repetition by γn−1 places greater emphasis on action transitions while preserving hold duration.

0.90transitions account for 0% of the total loss weight

Bars show loss weights for a 15-step action sequence. At γ = 1.0, repetitions have equal weight; lower values increase the relative weight of transitions.

Random key remapping

For each trajectory, a random one-to-one mapping consistently remaps rebindable keys in both the control specification and action labels, encouraging the model to learn key functions rather than key identities.

ADWS
⇄ σ
DAWS

"A/D: move left/right" becomes "D/A: move left/right" for this trajectory.

Trajectory 1
Intentmove left
Key pressedA
Resultmoves left ✓

Stage II SFT

Sparse reasoning and cross-context memory

SFT teaches the policy to follow task instructions, reason explicitly at key decision points, and preserve task progress through memory summaries as older interactions leave the active context.

>10K hRaw gameplay footage
~1K hcurated HSR footage
~1.2MThink annotations
~223Kmemory annotations
~63Kactivity segments
Sparse reasoning and cross-context memory
Sparse reasoning and cross-context memory. Reasoning and memory updates use the same autoregressive output sequence as keyboard and mouse actions.
Task-state memory

Memory retains completed objectives, failed attempts, important locations, resources, and remaining plans.

Sparse reasoning

The policy generates reasoning at route changes, target switches, new interaction prompts, and task transitions.

Continuous control

Memory updates remain part of the observation–reasoning–action sequence.

SFT data construction

Multi-level task supervision

Aligned videos and device events are annotated at the operation, subgoal, and task levels. Annotations include sparse reasoning at decision points and timestamped memory summaries.

Aligned recording · video + actionsCurrency Wars menu, the start of the aligned recording
More details for data curation, sources, and training composition
Multi-stage data curation
Multi-stage data curation

Stage III RL

Online policy optimization with TA-GRPO

Temporal-Aware GRPO optimizes memory-linked rollout segments using environment-verified rewards, without a value critic or learned reward model. Streaming-vLLM serves parallel rollouts under the real-time execution protocol.

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Representative training-task rollouts across online-learning checkpoints

Real-time feedback during training

Faster rollouts, better learning

Across all eight navigation tasks, real-time rollouts achieve higher final rewards than the 0.6-FPS baseline under the same training-step budget.

Generalization across puzzle types

Seven puzzle types. Forty held-out tasks.

Gamer-RL achieves a 49.7% macro-average success rate across seven puzzle types, improving on Gamer-SFT’s 39.2% by 10.5 percentage points. Both models successfully solve tasks in every type, while the strongest general-purpose baseline reaches 17.1%. The macro-average weights all seven puzzle types equally.

49.7%Gamer-RL macro-average
17.1%GPT-6.1-Sol macro-average
7 / 7types with non-zero success

Seven-type macro-average

All minigame scores

Real-time training and deployment

Low-latency inference with Streaming-vLLM

Streaming-vLLM reuses each client’s KV cache across turns, accelerates inference with architecture-specific kernels, and dispatches verified action blocks before decoding finishes. Together, these optimizations reduce end-to-end request latency from 1,306 ms to 65.12 ms on the H200 MoE workload.

CUMULATIVE INFERENCE OPTIMIZATIONS20.1×

1,306 → 65.12 ms

End-to-end request latency

NVIDIA H200 · Qwen3.5-35B-A3B MoE · 4.62 → 92.16 Hz theoretical control rate
Component latency, step rate, and control capacity

Running on different backbones and hardwares

Time-paused and real-time evaluation

How real-time execution affects performance

Time-paused (TP) evaluation freezes the environment during inference, while real-time (RT) evaluation keeps it running. Paired recordings show the same policy performing the same task under both protocols, covering eight tasks across four benchmarks. Clips illustrate representative runs; bars show mean results across runs, with MCU scores reported as successful attempts out of five.

General benchmark results

Generalization across four game benchmarks

We evaluate our policies on MCU, ViZDoom, OmniGameArena, and GameWorld under both time-paused and real-time protocols. Moving to real-time evaluation lowers average scores by 17–35 percentage points for the evaluated general-purpose models, while Gamer-35B-A3B-CPT improves by 3.4 percentage points.

Average · real-time (RT)

0Score (%) · higher is better · Δ = RT − TP100
All benchmark scores: real-time and time-paused

Average score

Real-timeTime-paused
0Score (%) · higher is better100

Responsible Research and Use

Gamer is a research project exploring generalist agents in interactive environments. We share experimental methods, results, and gameplay demonstrations for academic communication and evaluation. Potential applications include game testing, accessibility, and human–AI interaction research.

We advocate responsible research and use that respect privacy, intellectual property, applicable laws, and platform rules. We do not endorse using Gamer for cheating, unauthorized access, exploiting security vulnerabilities, or activities that harm users or undermine fair play.

Our results are limited to the evaluated research settings. Any use beyond these settings requires appropriate authorization, independent assessment of safety and reliability, and human oversight suited to the application.

Citation

@misc{gamer,
  title = {Gamer: A Generalist Vision-Language-Action Foundation Model for Long-Horizon Real-Time Game Agent},
  author = {Luo, Run and Zhang, Kuan and Deng, Qi and Chen, Yukun and Yang, Zhihao and Zhang, Yufei and Hu, Renrong and Zhang, Yi and Zheng, Yinhe and Xia, Xiaobo and Jiang, Dawei and Ren, Shaoqing},
  year = {2026}
}