# Pixels to Keys: Exploring Spatial and Motion Cues in Gameplay Inverse Dynamics

arXiv: https://arxiv.org/abs/2609.37907 · HTML: https://mlsanity.com/paper/2609.37907/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 21 of its 27 references that are in the map.
- First posted on arXiv 29 Sep 2026.

## Builds on (most cited first, 21 of 21)

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- [Supervised Contrastive Learning](https://mlsanity.com/paper/2004.11362/) (2020)
- [RAFT: Recurrent All-Pairs Field Transforms for Optical Flow](https://mlsanity.com/paper/2003.12039/) (2020)
- [Is Space-Time Attention All You Need for Video Understanding?](https://mlsanity.com/paper/2102.05095/) (2021)
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- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [CoAtNet: Marrying Convolution and Attention for All Data Sizes](https://mlsanity.com/paper/2106.04803/) (2021)
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- [Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos](https://mlsanity.com/paper/2206.11795/) (2022)
- [SEA-RAFT: Simple, Efficient, Accurate RAFT for Optical Flow](https://mlsanity.com/paper/2405.14793/) (2024)
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- [MineWorld: a Real-Time and Open-Source Interactive World Model on Minecraft](https://mlsanity.com/paper/2504.08388/) (2025)
- [OKAMI: Teaching Humanoid Robots Manipulation Skills through Single Video Imitation](https://mlsanity.com/paper/2410.11792/) (2024)
- [sigmoidF1: A Smooth F1 Score Surrogate Loss for Multilabel Classification](https://mlsanity.com/paper/2108.10566/) (2021)
- [VideoAgentTrek: Computer Use Pretraining from Unlabeled Videos](https://mlsanity.com/paper/2510.19488/) (2025)
- [D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI](https://mlsanity.com/paper/2510.05684/) (2025)

## Abstract (arXiv)

Video games offer scalable environments for studying perception and control in embodied agents. Abundant online gameplay videos could supply demonstrations, but they rarely include player inputs for training. Inverse Dynamics Models (IDMs) have thus been proposed to infer inputs from frames. Large (up to 1B parameters) IDMs trained on ~1K-2K gameplay hours demonstrate feasibility and cross-environment generalization at this scale, but researchers do not clarify what the key components are to recover individual actions and often report only aggregate accuracy that can mask rare-action failures. We study the problem in a data-constrained scenario to evaluate how spatial motion features, model architectures, and training objectives affect an IDM's outcome and we analyse our models on per-key and balanced metrics such as F1macro. Our experiments on Trackmania highlight the importance of factors like the model architecture and motion flow extraction in preprocessing, while also showing the limits of evaluation through unbalanced metrics. The application of the same architecture and training recipe to Cyberpunk 2077 reveals uneven performance across game mechanics. Our per-action evaluation and failure analysis highlight ambiguities from camera motion, delayed effects and imbalanced key-press frequencies that call for explicit modeling of 3D scene structure, long-term state and the adoption of proper losses in future implementations.
