aiqbench analysis
This research investigates Inverse Dynamics Models (IDMs) using video game footage to infer player inputs from visual frames without direct access to control signals. The study highlights critical dependencies on model architecture, motion flow extraction, and balanced evaluation metrics to address rare-action failures across different game environments. These findings advance the field of embodied AI by clarifying how spatial cues and 3D scene structure can be leveraged for robust action recovery in data-constrained scenarios.
Pixels to Keys: Exploring Spatial and Motion Cues in Gameplay Inverse Dynamics
arXiv:2609.37907v1 Announce Type: new Abstract: 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 $\sim$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 $F_1^{macro}$. 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.
Abstract:Video games offer scalable environments for studying perception and control in embodied this http URL 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 $\sim$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 $F_1^{macro}$. 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.
Artificial Intelligence (cs.AI); Computer Vision and Pattern Recognition (cs.CV)
arXiv:2609.37907 [cs.AI]
(or arXiv:2609.37907v1 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2609.37907 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
arXivLabs is a framework that allows collaborators to develop and share new arXiv features directly on our website.
Both individuals and organizations that work with arXivLabs have embraced and accepted our values of openness, community, excellence, and user data privacy. arXiv is committed to these values and only works with partners that adhere to them.
Have an idea for a project that will add value for arXiv's community? Learn more about arXivLabs.
Full text under the publisher's open licence · 306 words
Related coverage

Light-based neural network processes signals with no imaging step
Quantum Zeitgeist · Sep 17, 2026

The Machines that Make the Machines
NVIDIA · Oct 7, 2026

Game Design Creativity evals
LessWrong · Oct 12, 2026

AgentHands: Generating interactive hand gestures for spatially grounded agent conversations in XR
Google Research · Aug 25, 2026