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This paper introduces the Transition Complexity Profile (TCP), a standardized metric suite designed to quantify the difficulty of transition prediction in game environments used for reinforcement learning and world modeling. By addressing intrinsic branching, opponent influence, and dependency spans, TCP aims to resolve confounding variables that currently hinder reproducibility across AI benchmarks. The proposal calls for these metrics to become mandatory metadata in future Game World Modeling and RL research papers.
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Position: Profiling Game Worlds by Transition Complexity

arXiv2 min de cititArticolul și perspectiva sunt în engleză.

arXiv:2608.18079v1 Announce Type: new Abstract: Game world modeling (GWM) and reinforcement learning (RL) are often confounded because research papers rarely quantify how difficult the underlying transition prediction problem is at the declared interface (pixels/tokens/latents with finite history). We propose the Transition Complexity Profile (TCP): a small, reproducible set of metrics that characterizes an environment's (or gameplay dataset's) induced transition kernel by (i) intrinsic one-step branching, (ii) interaction-induced uncertainty and opponent influence when observable, and (iii) temporal/spatial dependency span via standardized probe curves. TCP is reported with an explicit reference distribution, protocol stochasticity, and a versioned measurement budget (sampling/resampling and fixed probe compute), enabling comparable numbers across benchmarks. We outline how common game families and modern "neural game engine" domains populate this landscape and call for TCP to become standard benchmark metadata and a required statistic in GWM and RL papers.

Abstract:Game world modeling (GWM) and reinforcement learning (RL) are often confounded because research papers rarely quantify how difficult the underlying transition prediction problem is at the declared interface (pixels/tokens/latents with finite history). We propose the Transition Complexity Profile (TCP): a small, reproducible set of metrics that characterizes an environment's (or gameplay dataset's) induced transition kernel by (i) intrinsic one-step branching, (ii) interaction-induced uncertainty and opponent influence when observable, and (iii) temporal/spatial dependency span via standardized probe curves. TCP is reported with an explicit reference distribution, protocol stochasticity, and a versioned measurement budget (sampling/resampling and fixed probe compute), enabling comparable numbers across benchmarks. We outline how common game families and modern "neural game engine" domains populate this landscape and call for TCP to become standard benchmark metadata and a required statistic in GWM and RL papers.

Accepted by ICML 2026 Position Paper Track. this https URL

Artificial Intelligence (cs.AI)

arXiv:2608.18079 [cs.AI]

(or arXiv:2608.18079v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2608.18079 Focus to learn more arXiv-issued DOI via DataCite

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