PUBG Ally: A Conversational Embodied Agent as an AI Teammate

Beomsoo Kim, Byeongju Kim, Dohyun Kim, Dongwon Kim, Eunchong Kim, Hongmin Kim, Hyeojung Im, Hyeonbin Hwang and 16 others

KRAFTON AI

Published September 24, 2026 · on the feed September 25, 2026 · ▲ 14 · arXiv 2609.29837

AgentsRobotics & embodiedEfficiency & inference No code arXiv ↗Hugging Face ↗

The abstract

We introduce PUBG Ally, an embodied agent for PUBG: BATTLEGROUNDS that can reason, act autonomously, and play alongside players as a voice-enabled teammate. Building such a teammate requires combining two difficult capabilities: it must perceive and respond to a constantly changing game world under strict latency constraints while interacting naturally with players, keeping its speech synchronized with its actions. Ally therefore combines agentic tool use with real-time game control. A language-model agent uses a controlled interface to inspect game information, interpret player speech, maintain context, decide what to say, and issue high-level action choices that steer a faster control layer for movement, combat, and recovery. Because the player's and Ally's speech and actions continually shape each other and the course of the match, training requires data from actual gameplay. We therefore collect data across nearly 39k sessions in which real players play alongside Ally, recording gameplay, player speech, agent decisions, tool use, actions, and player feedback, and use these records for iterative training. To evaluate teammate quality, we use player feedback and preference comparisons to identify gaps between offline evaluations and player preferences, and iteratively refine the evaluation criteria. Deploying Ally in live service further requires low-latency on-device execution and safeguards for player-facing communication, which we address through model compression, context compaction, targeted safety training, runtime guardrails, and memory redaction. During the live service, we surveyed players in 141 countries. Among respondents whose play with Ally was confirmed in game records, positive responses exceeded negative responses by 25.1 percentage points when asked whether they would recommend Ally, with players describing Ally not only as a tool but also as a teammate or companion.

The Brief

3:17

A short podcast summary of the paper. Written and voiced by AI.

Transcript

PUBG Ally. A Conversational Embodied Agent as an AI Teammate. By Beomsoo Kim and twenty-three others, from Krafton AI. Published on the twenty-fourth of September. No code repository is linked to it.

A teammate inside a live game is a hard thing to build, because two difficult capabilities have to live in one agent. It must perceive a game world that never stops changing, and respond to it under strict latency constraints. At the same time it has to interact naturally with a human player, talking with them, and keep what it says synchronized with what it does. An agent that speaks well but acts late is no teammate, and neither is one that plays well in silence. There is a second difficulty underneath the first. The player's speech and actions and the agent's speech and actions continually shape each other, and together they shape the course of the match. Because of that loop, training such an agent requires data from actual gameplay, with real players on the other side of it.

PUBG Ally is an embodied agent for PUBG: BATTLEGROUNDS that can reason, act autonomously, and play alongside players as a voice-enabled teammate. Its answer to the two capabilities is to split them across two layers. Agentic tool use handles the thinking and talking. Real-time game control handles the moment to moment play. A language-model agent sits on top, and a faster control layer sits beneath it, taking direction rather than taking over.

The language-model agent works through a controlled interface. Through it the agent inspects game information, interprets player speech, maintains context, decides what to say, and issues high-level action choices. Those choices steer the faster control layer, which handles movement, combat, and recovery.

Training draws on the live loop itself. The authors collect data across nearly thirty-nine thousand sessions in which real players play alongside Ally. Each record holds gameplay, player speech, agent decisions, tool use, actions, and player feedback, and these records feed iterative training. Evaluation is treated as something to be corrected too. Player feedback and preference comparisons are used to find where offline evaluations disagree with what players actually prefer, and the evaluation criteria are refined in rounds. Running in a live service adds its own demands: low-latency execution on the player's device, and safeguards for anything the agent says to a player. Five measures answer them. Model compression, context compaction, targeted safety training, runtime guardrails, and memory redaction.

The evidence comes from the live service rather than from a benchmark. Players were surveyed in one hundred and forty-one countries. The analysis keeps only respondents whose play with Ally was confirmed in game records. Among them, asked whether they would recommend Ally, positive responses exceeded negative responses by twenty-five point one percentage points. The descriptions players gave matter as much as the margin. They described Ally not only as a tool, but also as a teammate or a companion.

Read end to end, this is less a single model than a production loop. A slow, conversational agent directs a fast controller. Real matches with real players become the training data. Player preference keeps correcting the offline yardstick, and compression and guardrails make the whole thing fit on a device and safe to speak aloud. Each part answers one constraint of the setting, and the survey figure is the measure the authors chose for whether the parts add up to someone a player would want beside them.

Paper Quest · 7 chapters · about 40 min

Play this paper

Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.

Chapter 1 🧩 · The problem

A teammate who talks well but acts late is no teammate. Here is the wall.

You are building a voice partner for a battle-royale duo game. It must react to a world that never stops changing, under strict latency limits, while talking naturally with a human player.

The road ahead

  1. 1 · The problem ~6 min A voice partner in a fast shooter must act at game speed and talk like a person, and its words must match its moves.
  2. 2 · What came before ~3 min
  3. 3 · The key idea ~9 min Split the agent: a language model reasons, talks and picks broad actions, and a fast controller carries them out at game speed.
  4. 4 · Choose your own research ~3 min
  5. 5 · Build the method ~8 min Each agent loop gathers facts and speech, decides words and an action, then hands the action to the fast controller to execute.
  6. 6 · The experiment ~6 min You’ll guess: Among surveyed players whose games with PUBG Ally were confirmed, by how many percentage points did positive answers to recommending Ally exceed negative ones?
  7. 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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KipQuest: the day’s AI research, as podcasts and quests. All papers Android app Privacy Contact Episodes are written and voiced by AI from each paper. Summaries can contain mistakes: the paper is the source.