Player-1: Learning to Play from Synthetic Experience
Mingyu Ouyang, Yiran Wang, Siyuan Hu, Xingyilang Yin, Huiqiang Sun, Guangzhi Wang, Junfu Pu, Cheng Cheng and 4 others
National University of Singapore · Tencent ARC Lab · Nanyang Technological University
Published October 14, 2026 · on the feed October 15, 2026 · ▲ 336 · arXiv 2610.20584
The abstract
Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their visually rich worlds and diverse mechanics, remain challenging and offer a demanding next step toward general digital control. Current game-agent learning pipelines often rely on large-scale demonstrations with limited coverage of dynamic game states, while scalable environments for interactive training remain difficult to obtain. We introduce Player-1, a post-training framework for learning game control beyond demonstrations through synthetic experience. We extend the computer-use action space with relative pointer motion, sustained inputs, and composite actions. For supervised initialization, we fine-tune computer-use models on 6,044 curated gameplay trajectories that pair recorded actions with task instructions and visual reasoning. We construct Player-1-Gym, sixteen synthetic 2D and 3D environments designed around control demands shared across games. Programmatically verifiable rewards and randomized observations and control dynamics support multi-environment reinforcement learning with PPO. The resulting Player-1-9B and Player-1-35B-A3B improve MineDojo-300 success over their SFT policies by 27.8 and 17.7 percentage points, respectively. Player-1-9B reaches 38.33% success compared with 12.63% for the strongest evaluated baseline, with further gains over SFT on ViZDoom-10 and GameWorld. Further analyses show that broader synthetic environment coverage improves transfer, while the use of composite actions that combine multiple keyboard and mouse inputs increases during RL. We demonstrate that learning from synthetic experience substantially improves game control beyond supervised initialization, with gains that generalize beyond the RL training suite.
The Brief
3:02A short podcast summary of the paper. Written and voiced by AI.
Transcript
Player-1. Learning to Play from Synthetic Experience. By Mingyu Ouyang and eleven others, from the National University of Singapore, Tencent ARC Lab, and one other institution. Published on the fourteenth of October. Its code repository is a placeholder: a readme, and nothing to run yet.
Computer-use agents have become capable at reading screens and issuing keyboard and mouse actions. Games remain hard for them. Their worlds are visually rich and their mechanics are diverse, which makes them a demanding next step toward general digital control. Two obstacles stand in the way of learning there. Current pipelines for game agents often lean on large-scale demonstrations, and those demonstrations cover the dynamic states of a game only partially. And scalable environments for interactive training are still hard to come by.
Player-1 is a post-training framework for learning game control beyond what demonstrations provide, through synthetic experience. The starting point is the action space. The computer-use action space is extended with relative pointer motion, with sustained inputs, and with composite actions. These are additions to an interface that was built for ordinary computer use, so that the same kind of agent can be asked to play. The framework then answers both obstacles in turn: curated demonstrations to get the agent started, and synthetic environments to give it the interactive experience that demonstrations alone do not cover.
Training has two stages. Supervised initialization comes first: computer-use models are fine-tuned on six thousand and forty-four curated gameplay trajectories, each pairing recorded actions with task instructions and visual reasoning. Then comes the synthetic experience. Player-1-Gym is a set of sixteen synthetic environments, in 2D and 3D, designed around control demands that games share. Rewards are verifiable programmatically, and observations and control dynamics are randomized. Together these support reinforcement learning with PPO across many environments at once.
Two models come out of this, Player-1-9B and Player-1-35B-A3B. On MineDojo-300, they improve success over their supervised policies by twenty-seven point eight percentage points for the smaller model, and by seventeen point seven points for the larger one.
Player-1-9B reaches thirty-eight point three three percent success. The strongest evaluated baseline reaches twelve point six three percent. Gains over the supervised starting point also appear on ViZDoom-10 and on GameWorld. Further analysis finds that broader coverage of synthetic environments improves transfer, and that during reinforcement learning the agents increasingly use composite actions, the ones that combine several keyboard and mouse inputs.
The claim the authors stand on is that synthetic experience carries game control well past where supervised initialization leaves it, and that the gains generalize beyond the suite used for reinforcement learning. The evidence for generality comes in two forms: improvement on games outside the training environments, and transfer that grows as those environments become more varied. Demonstrations set the starting point. Experience in environments built for the purpose is what moves the agent beyond it.
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
Clicking a button is one thing. Playing a game is another.
You have an agent that can read screens and click and type. Now you want it to play games, where aiming, moving and timing must happen together while the picture keeps changing.
The road ahead
- 1 · The problem ~6 min An agent that clicks and types well still struggles with games, and neither recorded play nor reward code for real games gets it far enough.
- 2 · What came before ~3 min
- 3 · The key idea ~9 min Widen the agent's actions for games, start it on curated gameplay, then let it practise in small synthetic games whose own scores give checkable rewards.
- 4 · Choose your own research ~3 min
- 5 · Build the method ~8 min Three steps in order: extend the actions for games, fine-tune on curated gameplay, then train with PPO across sixteen synthetic environments.
- 6 · The experiment ~6 min You’ll guess: After synthetic-game RL, how much did Player-1-9B's MineDojo-300 success rise over its supervised (SFT) policy, in percentage points?
- 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
Free, with Google or an email address. Your stars and progress are kept.