# Cultivating Game Sense for Yourself: Making VLMs Gaming Experts

arXiv: https://arxiv.org/abs/2503.21263 · HTML: https://mlsanity.com/paper/2503.21263/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 13 of its 76 references that are in the map.
- First posted on arXiv 27 Mar 2025.

## Builds on (most cited first, 13 of 13)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Grounding DINO: Marrying DINO with Grounded Pre-Training for Open-Set Object Detection](https://mlsanity.com/paper/2303.05499/) (2023)
- [A Survey on Large Language Model based Autonomous Agents](https://mlsanity.com/paper/2308.11432/) (2023)
- [MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge](https://mlsanity.com/paper/2206.08853/) (2022)
- [Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents](https://mlsanity.com/paper/2302.01560/) (2023)
- [MineRL: A Large-Scale Dataset of Minecraft Demonstrations](https://mlsanity.com/paper/1907.13440/) (2019)
- [A Survey on Large Language Model-Based Game Agents](https://mlsanity.com/paper/2404.02039/) (2024)
- [Large Language Models Play StarCraft II: Benchmarks and A Chain of Summarization Approach](https://mlsanity.com/paper/2312.11865/) (2023)
- [Scaling Instructable Agents Across Many Simulated Worlds](https://mlsanity.com/paper/2404.10179/) (2024)
- [RL-GPT: Integrating Reinforcement Learning and Code-as-policy](https://mlsanity.com/paper/2402.19299/) (2024)
- [Deep Learning for Video Game Playing](https://mlsanity.com/paper/1708.07902/) (2017)
- [Can VLMs Play Action Role-Playing Games? Take Black Myth Wukong as a Study Case](https://mlsanity.com/paper/2409.12889/) (2024)
- [Automated Play-Testing Through RL Based Human-Like Play-Styles Generation](https://mlsanity.com/paper/2211.17188/) (2022)

## Built on by (most cited first, 1 of 1)

- [Towards Generalist Game Players: An Investigation of Foundation Models in the Game Multiverse](https://mlsanity.com/paper/2605.09965/) (2026)

## Abstract (arXiv)

Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers, frequently pausing the game to analyze screens and plan action through language reasoning. However, this inefficient paradigm fundamentally restricts agents to basic and non-fluent interactions: relying on isolated VLM reasoning for each action makes it impossible to handle tasks requiring high reactivity (e.g., FPS shooting) or dynamic adaptability (e.g., ACT combat). To handle this, we propose a paradigm shift in gameplay agent design: instead of directly controlling gameplay, VLM develops specialized execution modules tailored for tasks like shooting and combat. These modules handle real-time game interactions, elevating VLM to a high-level developer. Building upon this paradigm, we introduce GameSense, a gameplay agent framework where VLM develops task-specific game sense modules by observing task execution and leveraging vision tools and neural network training pipelines. These modules encapsulate action-feedback logic, ranging from direct action rules to neural network-based decisions. Experiments demonstrate that our framework is the first to achieve fluent gameplay in diverse genres, including ACT, FPS, and Flappy Bird, setting a new benchmark for game-playing agents.
