Position: Profiling Game Worlds by Transition Complexity
Position: Profiling Game Worlds by Transition Complexity
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).
摘要: 游戏世界建模(GWM)和强化学习(RL)的研究经常被混淆,因为研究论文很少量化在既定接口(具有有限历史的像素/标记/潜在变量)下,底层转换预测问题的难度。
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.
我们提出了转换复杂度概况(Transition Complexity Profile, TCP):这是一套小巧且可复现的指标,通过以下三个维度来表征环境(或游戏数据集)诱导的转换核:(i) 内在的单步分支,(ii) 可观测时的交互诱导不确定性与对手影响,以及 (iii) 通过标准化探测曲线得出的时空依赖跨度。
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.
TCP 的报告包含明确的参考分布、协议随机性以及版本化的测量预算(采样/重采样和固定的探测计算),从而使得不同基准测试之间的数值具有可比性。
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.
我们概述了常见的游戏系列和现代“神经游戏引擎”领域如何填充这一图景,并呼吁将 TCP 纳入标准基准测试元数据,并使其成为 GWM 和 RL 论文中的必要统计指标。