# Robo-Saber: Generating and Simulating Virtual Reality Players

arXiv: https://arxiv.org/abs/2602.18319 · HTML: https://mlsanity.com/paper/2602.18319/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 40 of its 67 references that are in the map.
- First posted on arXiv 20 Feb 2026.

## Builds on (most cited first, 30 of 40)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [BERT: Pre-training of Deep Bidirectional Transformers for Language Understanding](https://mlsanity.com/paper/1810.04805/) (2018)
- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [Categorical Reparameterization with Gumbel-Softmax](https://mlsanity.com/paper/1611.01144/) (2016)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [On the Continuity of Rotation Representations in Neural Networks](https://mlsanity.com/paper/1812.07035/) (2018)
- [Human Motion Diffusion Model](https://mlsanity.com/paper/2209.14916/) (2022)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [Perpetual Humanoid Control for Real-time Simulated Avatars](https://mlsanity.com/paper/2305.06456/) (2023)
- [Listen, Denoise, Action! Audio-Driven Motion Synthesis with Diffusion Models](https://mlsanity.com/paper/2211.09707/) (2022)
- [Character Controllers Using Motion VAEs](https://mlsanity.com/paper/2103.14274/) (2021)
- [BeyondMimic: From Motion Tracking to Versatile Humanoid Control via Guided Diffusion](https://mlsanity.com/paper/2508.08241/) (2025)
- [GestureDiffuCLIP: Gesture Diffusion Model with CLIP Latents](https://mlsanity.com/paper/2303.14613/) (2023)
- [CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character control](https://mlsanity.com/paper/2410.03441/) (2024)
- [Avatars Grow Legs: Generating Smooth Human Motion from Sparse Tracking Inputs with Diffusion Model](https://mlsanity.com/paper/2304.08577/) (2023)
- [Unpaired Motion Style Transfer from Video to Animation](https://mlsanity.com/paper/2005.05751/) (2020)
- [MotionStreamer: Streaming Motion Generation via Diffusion-based Autoregressive Model in Causal Latent Space](https://mlsanity.com/paper/2503.15451/) (2025)
- [Interactive Character Control with Auto-Regressive Motion Diffusion Models](https://mlsanity.com/paper/2306.00416/) (2023)
- [Hierarchical Planning and Control for Box Loco-Manipulation](https://mlsanity.com/paper/2306.09532/) (2023)
- [SMooDi: Stylized Motion Diffusion Model](https://mlsanity.com/paper/2407.12783/) (2024)
- [Monkey See, Monkey Do: Harnessing Self-attention in Motion Diffusion for Zero-shot Motion Transfer](https://mlsanity.com/paper/2406.06508/) (2024)
- [Generative Human Motion Stylization in Latent Space](https://mlsanity.com/paper/2401.13505/) (2024)
- [Diffuse-CLoC: Guided Diffusion for Physics-based Character Look-ahead Control](https://mlsanity.com/paper/2503.11801/) (2025)
- [PARC: Physics-based Augmentation with Reinforcement Learning for Character Controllers](https://mlsanity.com/paper/2505.04002/) (2025)
- [Neural3Points: Learning to Generate Physically Realistic Full-body Motion for Virtual Reality Users](https://mlsanity.com/paper/2209.05753/) (2022)
- [Unique Identification of 50,000+ Virtual Reality Users from Head & Hand Motion Data](https://mlsanity.com/paper/2302.08927/) (2023)
- [Style-ERD: Responsive and Coherent Online Motion Style Transfer](https://mlsanity.com/paper/2203.02574/) (2022)
- [Dance Like a Chicken: Low-Rank Stylization for Human Motion Diffusion](https://mlsanity.com/paper/2503.19557/) (2025)
- [PersonaBooth: Personalized Text-to-Motion Generation](https://mlsanity.com/paper/2503.07390/) (2025)
- [Automated Play-Testing Through RL Based Human-Like Play-Styles Generation](https://mlsanity.com/paper/2211.17188/) (2022)

## Abstract (arXiv)

We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in-game object arrangements, guided by style exemplars and aligned to maximize simulated gameplay score. We train on the large BOXRR-23 dataset and apply our framework on the popular VR game Beat Saber. The resulting model Robo-Saber produces skilled gameplay and captures diverse player behaviors, mirroring the skill levels and movement patterns specified by input style exemplars. Robo-Saber demonstrates promise in synthesizing rich gameplay data for predictive applications and enabling a physics-based whole-body VR playtesting agent.
