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Adapting a World Model for Trajectory Following in a 3D Game

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arxiv 2504.12299 v1 pith:3B6D7TTS submitted 2025-04-16 cs.AI cs.CVcs.LG

Adapting a World Model for Trajectory Following in a 3D Game

classification cs.AI cs.CVcs.LG
keywords trajectorypolicysettinggpt-styleresultsagentbestdata
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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Imitation learning is a powerful tool for training agents by leveraging expert knowledge, and being able to replicate a given trajectory is an integral part of it. In complex environments, like modern 3D video games, distribution shift and stochasticity necessitate robust approaches beyond simple action replay. In this study, we apply Inverse Dynamics Models (IDM) with different encoders and policy heads to trajectory following in a modern 3D video game -- Bleeding Edge. Additionally, we investigate several future alignment strategies that address the distribution shift caused by the aleatoric uncertainty and imperfections of the agent. We measure both the trajectory deviation distance and the first significant deviation point between the reference and the agent's trajectory and show that the optimal configuration depends on the chosen setting. Our results show that in a diverse data setting, a GPT-style policy head with an encoder trained from scratch performs the best, DINOv2 encoder with the GPT-style policy head gives the best results in the low data regime, and both GPT-style and MLP-style policy heads had comparable results when pre-trained on a diverse setting and fine-tuned for a specific behaviour setting.

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Cited by 1 Pith paper

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  1. When Does Predictive Inverse Dynamics Outperform Behavior Cloning?

    cs.LG 2026-01 conditional novelty 6.0

    PIDM beats BC in sample efficiency when the variance reduction from conditioning on a future state exceeds the bias of the state predictor.