NitroGen 是首个在互联网规模游戏视频(40,000 小时、1,000+ 款游戏)上训练的开放视觉-动作基础模型。通过自动从手柄叠加层中提取动作,系统消除了昂贵的人工标注,并通过 flow matching 生成动作序列——迁移至未见过的游戏时,任务完成率最高提升 52%。NitroGen is the first open vision-action foundation model trained on internet-scale gameplay videos (40,000 hours across 1,000+ games). By automatically extracting actions from gamepad overlays, the system removes the need for costly human annotation, and it generates action sequences via flow matching — when transferred to unseen games, the task success rate improves by up to 52%.
电子游戏是训练通用具身智能体的理想沙盒:它们种类繁多、规则多样、且无需物理硬件。然而,现有方法要么依赖手工设计的 API(如 Voyager),要么需要昂贵的强化学习训练(如 DQN、AlphaStar),要么人工演示数据规模极为有限。本文的核心问题是:能否直接从互联网上海量、嘈杂的玩家录像中,自动学习跨越千款游戏的视觉-动作策略?Video games are an ideal sandbox for training generalist embodied agents: they are numerous, diverse in their rules, and require no physical hardware. Existing approaches, however, either rely on hand-designed APIs (e.g. Voyager), require expensive reinforcement learning (e.g. DQN, AlphaStar), or are limited to very small amounts of human demonstration data. The central question of this paper is: can a vision-action policy spanning a thousand games be learned automatically, directly from the massive and noisy player recordings available on the internet?
"We present a vision-action foundation model trained on 40,000 hours of gameplay videos across more than 1,000 games."
NitroGen 由三个相互配合的核心模块构成:(1)互联网规模视频-动作数据集的自动构建流水线;(2)涵盖 10 款游戏、30 个任务的多游戏评测基准;(3)基于 flow matching 的统一视觉-动作基础模型。NitroGen consists of three mutually supporting core components: (1) an automated pipeline that builds an internet-scale video-action dataset; (2) a multi-game evaluation benchmark covering 10 games and 30 tasks; (3) a unified vision-action foundation model based on flow matching.
研究者从视频平台抓取了 71,000 小时含手柄叠加层(gamepad overlay)的游戏录像,来自 818 位创作者的 38,739 个视频。经过三阶段流水线处理后,保留了 40,000 小时高质量数据:The authors crawled 71,000 hours of gameplay recordings carrying a gamepad overlay from video platforms, covering 38,739 videos from 818 creators. After a three-stage pipeline, 40,000 hours of high-quality data were retained:
模型以 flow matching 框架为核心,通过扩散变换器(Diffusion Transformer, DiT)在给定单帧视觉观测的条件下,生成未来的动作序列块(action chunk):The model is centred on a flow matching framework: a Diffusion Transformer (DiT) generates a future action chunk conditioned on a single-frame visual observation:
评测在统一 Gymnasium API 封装的 10 款商业游戏(5 款 2D、5 款 3D)上进行,覆盖格斗、导航、游戏特有机制共 30 个任务,采用人工评估衡量任务完成率(task success rate)。Evaluation is run on 10 commercial games (5 in 2D, 5 in 3D) wrapped by a unified Gymnasium API, covering 30 tasks in total across fighting, navigation and game-specific mechanics, with the task success rate measured by human evaluation.
| 游戏类型 / 任务类别Game type / task category | 从头训练(Scratch)From scratch | NitroGen 预训练微调NitroGen pretrained + fine-tuned | 相对提升Relative gain |
|---|---|---|---|
| 等距俯视 Roguelike(平均)Isometric roguelike (average) | 基线Baseline | +10% 相对提升+10% relative gain | +10% |
| 3D Action-RPG(平均)3D Action-RPG (average) | 基线Baseline | +25% 相对提升+25% relative gain | +25% |
| 3D Action-RPG · 格斗任务3D Action-RPG · fighting tasks | 基线Baseline | 最高 +52% 相对提升up to +52% relative gain | +52% |
| 3D Action-RPG · 导航任务3D Action-RPG · navigation tasks | 基线Baseline | +25% 相对提升+25% relative gain | +25% |
| 3D Action-RPG · 游戏特有任务3D Action-RPG · game-specific tasks | 基线Baseline | +5% 相对提升+5% relative gain | +5% |
研究者开发了通用 Gymnasium API 封装器,支持任意商业游戏接入,并设计了跨 10 款游戏的 30 个任务,覆盖格斗(combat)、导航(navigation)和游戏特有机制(game-specific mechanics)三大类别。所有任务均采用人工评估以保证评测可靠性。The authors developed a general Gymnasium API wrapper that lets arbitrary commercial games be plugged in, and designed 30 tasks across 10 games, covering the three categories of combat, navigation and game-specific mechanics. All tasks are scored by human evaluation to keep the evaluation reliable.
NitroGen 是"System-1"反应式模型,依赖单帧视觉输入生成短期动作序列,无法进行多步推理、任务分解或响应自然语言指令。作者指出未来工作包括语言跟随(language following)和强化学习后训练(RL post-training)。NitroGen is a "System-1" reactive model: it relies on single-frame visual input to produce short-horizon action sequences and cannot perform multi-step reasoning, task decomposition, or follow natural language instructions. The authors note that future work includes language following and RL post-training.
数据集中 Action-RPG 占 34.9%,Platformer 占 18.4%,而策略游戏(strategy)和键盘主导(keyboard-centric)游戏代表性不足,导致模型在这些类型上的泛化能力可能受限。Action-RPG accounts for 34.9% of the dataset and Platformer for 18.4%, while strategy games and keyboard-centric games are under-represented, so the model’s generalization to these genres may be limited.
视频中的动作提取存在固有延迟(视频编码延迟、手柄叠加层刷新延迟)和各创作者手柄型号/布局差异带来的解析误差。尽管摇杆 R²=0.84、按键精度=0.96,但残余噪声仍可能限制精细操控任务的学习效果。Action extraction from video suffers from inherent latency (video encoding delay, gamepad overlay refresh delay) and from parsing errors caused by differing gamepad models and layouts across creators. Although the stick reaches R²=0.84 and button accuracy 0.96, the residual noise may still limit learning on fine-grained control tasks.
30 个评测任务的成功率判断依赖人工评估,难以扩展到大规模自动化测试。与 RL 环境不同,商业游戏缺乏程序化奖励信号,使得大规模、可重复的定量比较存在挑战。Success on the 30 evaluation tasks is judged by human evaluation, which is hard to scale to large automated testing. Unlike RL environments, commercial games lack programmatic reward signals, which makes large-scale, reproducible quantitative comparison challenging.