Adaptive Visual Navigation Assistant in 3D RPGs
Not on the map. Why?
Abstract (arXiv)
In complex 3D game environments, players rely on visual affordances to spot map transition points. Efficient identification of such points is important to client-side auto-mapping, and provides an objective basis for evaluating map cue presentation. In this work, we formalize the task of detecting traversable Spatial Transition Points (STPs)-connectors between two sub regions-and selecting the singular Main STP (MSTP), the unique STP that lies on the designer-intended critical path toward the player's current macro-objective, from a single game frame, proposing this as a new research focus. We introduce a two-stage deep-learning pipeline that first detects potential STPs using Faster R-CNN and then ranks them with a lightweight MSTP selector that fuses local and global visual features. Both stages benefit from parameter-efficient adapters, and we further introduce an optional retrieval-augmented fusion step. Our primary goal is to establish the feasibility of this problem and set baseline performance metrics. We validate our approach on a custom-built, diverse dataset collected from five Action RPG titles. Our experiments reveal a key trade-off: while full-network fine-tuning produces superior STP detection with sufficient data, adapter-only transfer is significantly more robust and effective in low-data scenarios and for the MSTP selection task. By defining this novel problem, providing a baseline pipeline and dataset, and offering initial insights into efficient model adaptation, we aim to contribute to future AI-driven navigation aids and data-informed level-design tools.
Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 3 of its 23 references that are in the map. First posted on arXiv 25 Aug 2025.
Builds on
3 of 23 references.
References · 3
- 2015Faster R-CNN: Towards Real-Time Object Detection with Region Proposal Networkscited by 9,617
- 2019Parameter-Efficient Transfer Learning for NLPcited by 4,195
- 2020Deep Learning for Procedural Content Generationcited by 73
Built on by
Citing papers per year: 2026: 1.
1 paper.
Similar, not cited
Close in wording, no citation either way
- 2026MAGIC: Transition-Aware Generation of Navigable Multi-Scene Game Worlds with Large Language Models
- 2023ReCoRe: Regularized Contrastive Representation Learning of World Model
- 2025VideoGameBench: Can Vision-Language Models complete popular video games?
- 2026PointRFT: Explicit Reinforcement Fine-tuning for Point Cloud Few-shot Learning
- 2025In the Blink of an Eye: Instant Game Map Editing using a Generative-AI Smart Brush
- 2026Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning
- 2026NavDreamer: Video Models as Zero-Shot 3D Navigators
- 2025MetaSpatial: Reinforcing 3D Spatial Reasoning in VLMs for the Metaverse