Scaling in Games: Continued Pre-Training For Embodied Agents In Diverse Virtual Worlds
Scaling in Games: Continued Pre-Training For Embodied Agents In Diverse Virtual Worlds
Research has improved the learning ability of embodied agents in virtual worlds through continuous pre-training (CPT) across three dimensions: data scale, diversity, and model size, but there are limitations in long-distance world generalization. The study tested 120 configurations covering parameters from 0.8B to 27B, data budgets from 50 to 1600 hours, and five data mixtures. It was found that increasing data volume improves internal performance, diversity enhances related world transfer, and larger model sizes improve data efficiency but result in worse long-distance generalization.
Published on Oct 20
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Abstract
Continued pre-training across data scale, diversity, and model size improves embodied learning in virtual worlds but reveals limits in distant-world generalization, motivating richer training beyond imitation.
Scaling data, diversity and model capacity has improved embodied learning in physical environments, where diverse experiences remain grounded in shared physical laws. Whether these gains extend to virtual worlds with different visual styles, dynamics, controls, and objectives remains unclear. We investigate this question through a controlled study of continued pre-training (CPT) across three axes: data volume, diversity, and model size. Our 120 training configurations span four model sizes from 0.8B to 27B, six data budgets from 50 to 1,600 hours, and five mixtures ranging from Minecraft-only data to diverse multi-world corpora. We assess performance and generalization using three-level validation losses and gameplay benchmarks from in-corpus worlds to unseen worlds. Our results show: (1) more data improves in-corpus performance, diversity improves transfer to related worlds with limited gains in distant worlds, and model size improves data efficiency but generalizes worse to distant worlds under single-world training; (2) we observe an early interface phase with broad cross-world benefits and a later world phase with gains narrowed to in-corpus and related worlds, and fit an empirical scaling law relating validation loss to data volume, diversity and model size; and (3) our models are competitive with Minecraft specialists and frontier models in 3D worlds, and perform best in real-time settings. However, the limits of imitation and persistent gaps in distant worlds suggest that building generalist embodied agents requires richer training stages beyond continued pre-training.
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