Scaling in Games: Continued Pre-Training For Embodied Agents In Diverse Virtual Worlds

Kuan Zhang, Yukun Chen, Zhihao Yang, Yue Su, Xiangnan Wu, Zirong Chen, Run Luo, Jinkun Hou and 3 others

miHoYo · Tsinghua University · University of Chinese Academy of Sciences · The University of Hong Kong · National University of Singapore · Peking University

Published October 20, 2026 · on the feed October 22, 2026 · ▲ 78 · arXiv 2610.28698

LLM training & RLRobotics & embodiedAgents Partial arXiv ↗Hugging Face ↗Weights ↗

The abstract

Scaling data, diversity and model capacity has improved embodied learning in physical environments, where diverse experiences remain grounded in shared physical laws. Whether these gains extend to virtual worlds with different visual styles, dynamics, controls, and objectives remains unclear. We investigate this question through a controlled study of continued pre-training (CPT) across three axes: data volume, diversity, and model size. Our 120 training configurations span four model sizes from 0.8B to 27B, six data budgets from 50 to 1,600 hours, and five mixtures ranging from Minecraft-only data to diverse multi-world corpora. We assess performance and generalization using three-level validation losses and gameplay benchmarks from in-corpus worlds to unseen worlds. Our results show: (1) more data improves in-corpus performance, diversity improves transfer to related worlds with limited gains in distant worlds, and model size improves data efficiency but generalizes worse to distant worlds under single-world training; (2) we observe an early interface phase with broad cross-world benefits and a later world phase with gains narrowed to in-corpus and related worlds, and fit an empirical scaling law relating validation loss to data volume, diversity and model size; and (3) our models are competitive with Minecraft specialists and frontier models in 3D worlds, and perform best in real-time settings. However, the limits of imitation and persistent gaps in distant worlds suggest that building generalist embodied agents requires richer training stages beyond continued pre-training.

The Brief

2:41

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

Transcript

Scaling in Games. Continued Pre-Training For Embodied Agents In Diverse Virtual Worlds. By Kuan Zhang and ten others, from miHoYo, Tsinghua University, and four other institutions. Published on the twentieth of October. Its code repository is public but slight: eight source files.

In physical environments, scaling data, diversity and model capacity has improved embodied learning, and there the varied experience is all grounded in the same physical laws. Virtual worlds break that guarantee. They differ in visual style, dynamics, controls and objectives. The claim this study makes is that in such worlds the three scaling axes do different jobs. More data mainly helps in the worlds already in the corpus. More diversity helps transfer to related worlds, but gains little in distant ones. And more model capacity buys data efficiency, while generalising worse to distant worlds when training comes from a single world.

The evidence is a controlled study of continued pre-training along those three axes: data volume, diversity, and model size. There are one hundred and twenty training configurations. They span four model sizes, from zero point eight billion to twenty-seven billion parameters.

They also span six data budgets, from fifty hours to one thousand six hundred hours, and five mixtures, ranging from Minecraft-only data to diverse multi-world corpora. Performance and generalisation are assessed with validation losses at three levels and with gameplay benchmarks, reaching from worlds inside the corpus out to unseen ones.

Training shows two phases. Early on there is an interface phase with broad benefits across worlds. Later comes a world phase, in which gains narrow to the in-corpus and related worlds. The authors fit an empirical scaling law relating validation loss to data volume, diversity and model size. In use, the resulting models are competitive with Minecraft specialists and with frontier models in 3D worlds, and they perform best in real-time settings.

The limits are stated plainly. Gains in distant worlds remain small, and the penalty for larger models under single-world training shows up exactly there. The study is about continued pre-training, which is a form of imitation, and the authors point to the limits of imitation and to the persistent gaps in distant worlds as evidence that continued pre-training is not the whole answer. Building generalist embodied agents, in their reading, requires richer training stages beyond it.

What carries over from physical-world scaling is real but partial. Volume, diversity and size each pay, but each pays in a different place, and the far edge of the distribution, the worlds least like the training mix, is where none of them pays much. The scaling law and the two-phase picture give a map of where the returns are. The distant worlds mark where the map runs out.

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