120 controlled runs decode game-agent CPT: a 9B model overtakes frontier LLMs in real-time play

Scaling in Games: Continued Pre-Training For Embodied Agents In Diverse Virtual Worlds

Kuan Zhang, Yukun Chen, Zhihao Yang, Yue Su, Xiangnan Wu, Zirong Chen, Run Luo, Jinkun Hou, Tao Tan, Yinhe Zheng, Yiming Li

cs.AI, cs.CV, cs.LG

2026-10-20

120 controlled CPT runs on game agents fit a three-factor scaling law (R2=0.995), beat frontier models by up to 5x in real-time play, but distant-world transfer stays unsolved.

What problem this solves

Robotics scaling lore says more diverse data helps, and it holds there because every experience comes from one physical world where gravity, contact, and object permanence behave identically. Virtual worlds break that assumption. Games differ in visuals, physics, controls, and objectives all at once. Humans pick up an unfamiliar game in minutes; whether an agent can buy the same adaptability by training on many games had never been tested under controlled conditions. Existing game foundation models (SIMA, GameTARS, and the like) change data volume, mixture, and model size together, so each factor's contribution stays confounded. A team from miHoYo's Honkai AI group with Tsinghua and other universities ran a 120-configuration grid to settle the question.

Method

Three knobs, everything else fixed: Qwen3.5 backbones at four sizes (0.8B/2B/9B/27B), gameplay budgets at six levels (50 to 1,600 hours), and five mixtures (S1 to S5) where the Minecraft share drops from 100% to 0%. Full-parameter continued pre-training, 3.5×10^11 tokens total, roughly 45,000 H200 GPU-hours.

The cleanest design decision: S2 through S5 draw from the same fixed pool of non-Minecraft recordings (124 streams, 79 games), so only the proportion moves. The number of worlds and the spread of experience over them are decoupled.

Results

AxisIn-corpusRelatedDistant
Data volumeSteady gainsGainsFlat or declining
DiversitySlightly worse on MinecraftOGA mean at 1,600h about 2.8x Minecraft-onlyInconsistent
Model sizeUp to 32x more data-efficientLarger early gainsWorse under single-game training

Why it matters

This is the first controlled study to separate the three axes of virtual embodied CPT, and the recipe guidance is concrete: with a limited budget, match the training mixture to the target domain instead of broadening diversity blindly, and do not expect data volume to fix worlds outside the corpus. The real-time finding is the harder one for practitioners: in a world that does not pause, latency is part of competence, because a delayed action lands in a state that has already moved on. Weights and code are open (THUSI-Lab/GameScaling).

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