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README.md CHANGED
@@ -15,46 +15,428 @@ tags:
15
  - qwen3_5
16
  ---
17
 
 
 
18
  <p align="center">
19
  <img src="https://huggingface.co/THUSI-Lab/GameScaling/resolve/main/assets/logos/affiliations.png" alt="miHoYo · Tsinghua University · University of Chinese Academy of Sciences · The University of Hong Kong" width="100%" style="width:100%;max-width:100%;">
20
  </p>
21
 
22
- # GameScaling-0.8B-S3
23
 
24
- One of the eight checkpoints of **Scaling in Games: Continued Pre-Training for Embodied Agents in
25
- Diverse Virtual Worlds**. Qwen3.5-0.8B with continued pre-training on a balanced mixture: 27% Minecraft, the rest from other games, 1,600 h of
26
- keyboard-and-mouse gameplay, 6,760 training steps. Each call takes the current game frame (plus
27
- a short history) and returns the next 200 ms of keyboard and mouse actions.
28
 
29
- **The inference client, system prompt, action format and usage guide are in
30
- [THUSI-Lab/GameScaling](https://huggingface.co/THUSI-Lab/GameScaling).** Project page:
31
- [gamescaling.github.io](https://gamescaling.github.io).
32
 
33
- | | |
34
- |---|---|
35
- | Backbone | [Qwen/Qwen3.5-0.8B](https://huggingface.co/Qwen/Qwen3.5-0.8B) |
36
- | Mixture | S3 (a balanced mixture: 27% Minecraft, the rest from other games) |
37
- | Weights | 2.2 GB, bfloat16 |
38
- | GPUs (bf16) | 1 |
39
- | All checkpoints | [GameScaling collection](https://huggingface.co/collections/THUSI-Lab/gamescaling-model-6acf7c0c6500ebee61a7f872) |
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
40
 
41
- ## Serve
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
42
 
43
  ```bash
44
- huggingface-cli download THUSI-Lab/GameScaling --local-dir ./GameScaling # client + scripts
 
45
  cd GameScaling
 
 
 
 
 
46
  pip install "vllm>=0.17"
47
- bash scripts/serve_vllm.sh THUSI-Lab/GameScaling-0.8B-S3 8000
 
48
  ```
49
 
50
- Keep the shipped `chat_template.jinja` (vLLM loads it by default) and send requests with
51
- `skip_special_tokens: false`; see the main card for why.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
52
 
53
  ## License
54
 
55
- Weights: Apache-2.0. GameScaling is a purely scientific research project; see
56
- [THUSI-Lab/GameScaling](https://huggingface.co/THUSI-Lab/GameScaling#license). Game titles and
57
- footage belong to their publishers.
 
 
 
 
 
 
 
 
58
 
59
  ## Citation
60
 
 
15
  - qwen3_5
16
  ---
17
 
18
+ <div align="center">
19
+
20
  <p align="center">
21
  <img src="https://huggingface.co/THUSI-Lab/GameScaling/resolve/main/assets/logos/affiliations.png" alt="miHoYo · Tsinghua University · University of Chinese Academy of Sciences · The University of Hong Kong" width="100%" style="width:100%;max-width:100%;">
22
  </p>
23
 
24
+ <h1 align="center" style="font-size:3.2em;line-height:1.1;margin:0.2em 0 0.15em;">Scaling in Games</h1>
25
 
26
+ <h2 align="center" style="font-size:1.1em;line-height:1.3;font-weight:600;margin:0 0 0.9em;border:none;white-space:nowrap;">Continued Pre-Training for Embodied Agents in Diverse Virtual Worlds</h2>
 
 
 
27
 
28
+ <p align="center" style="line-height:1.5;margin:0.4em 0 0.3em;">
29
+ <span style="white-space:nowrap;"><b>Kuan Zhang</b><sup>1,2,*,‡</sup></span>, <span style="white-space:nowrap;"><b>Yukun Chen</b><sup>1,3,*,‡</sup></span>, <span style="white-space:nowrap;"><b>Zhihao Yang</b><sup>1,3,*,‡</sup></span>, <span style="white-space:nowrap;">Yue Su<sup>4</sup></span>, <span style="white-space:nowrap;">Xiangnan Wu<sup>3</sup></span>, <span style="white-space:nowrap;">Zirong Chen<sup>2</sup></span>, <span style="white-space:nowrap;">Run Luo<sup>1,5,‡</sup></span>, <span style="white-space:nowrap;">Jinkun Hou<sup>6</sup></span>, <span style="white-space:nowrap;">Tao Tan<sup>1</sup></span>, <span style="white-space:nowrap;"><b>Yinhe Zheng</b><sup>1,†</sup></span>, <span style="white-space:nowrap;"><b>Yiming Li</b><sup>2,†</sup></span>
30
+ </p>
31
 
32
+ <p align="center" style="font-size:0.85em;line-height:1.5;margin:0 0 0.6em;">
33
+ <span style="white-space:nowrap;"><sup>1</sup>miHoYo Honkai AI R&amp;D Team</span> &nbsp; <span style="white-space:nowrap;"><sup>2</sup>College AI, Tsinghua University</span> &nbsp; <span style="white-space:nowrap;"><sup>3</sup>University of Chinese Academy of Sciences</span> &nbsp; <span style="white-space:nowrap;"><sup>4</sup>MMLab, The University of Hong Kong</span> &nbsp; <span style="white-space:nowrap;"><sup>5</sup>National University of Singapore</span> &nbsp; <span style="white-space:nowrap;"><sup>6</sup>Peking University</span><br>
34
+ <span style="white-space:nowrap;"><sup>*</sup>Equal contribution</span> &nbsp; <span style="white-space:nowrap;"><sup>†</sup>Corresponding author</span> &nbsp; <span style="white-space:nowrap;"><sup>‡</sup>Work done while interning at miHoYo</span>
35
+ </p>
36
+
37
+ <p align="center">
38
+ <a href="https://gamescaling.github.io" style="display:inline-block;margin:2px;"><img src="https://img.shields.io/badge/Project-Page-1f6feb?style=for-the-badge&logo=googlechrome&logoColor=white" alt="Project Page" style="display:inline-block;vertical-align:middle;margin:0;"></a>
39
+ <a href="https://gamescaling.github.io" style="display:inline-block;margin:2px;"><img src="https://img.shields.io/badge/arXiv-coming%20soon-lightgrey?style=for-the-badge&logo=arxiv&logoColor=white" alt="arXiv (coming soon)" style="display:inline-block;vertical-align:middle;margin:0;"></a>
40
+ <a href="https://github.com/THUSI-Lab/GameScaling" style="display:inline-block;margin:2px;"><img src="https://img.shields.io/badge/Code-GitHub-181717?style=for-the-badge&logo=github&logoColor=white" alt="Code" style="display:inline-block;vertical-align:middle;margin:0;"></a>
41
+ <a href="https://huggingface.co/collections/THUSI-Lab/gamescaling-model-6acf7c0c6500ebee61a7f872" style="display:inline-block;margin:2px;"><img src="https://img.shields.io/badge/%F0%9F%A4%97%20Models-GameScaling%20collection-ffcc4d?style=for-the-badge" alt="Models" style="display:inline-block;vertical-align:middle;margin:0;"></a>
42
+ <a href="https://www.apache.org/licenses/LICENSE-2.0" style="display:inline-block;margin:2px;"><img src="https://img.shields.io/badge/License-Apache%202.0-2ea44f?style=for-the-badge" alt="License: Apache 2.0" style="display:inline-block;vertical-align:middle;margin:0;"></a>
43
+ </p>
44
+
45
+ </div>
46
+
47
+ <p align="center">
48
+ <img src="https://huggingface.co/THUSI-Lab/GameScaling/resolve/main/assets/teaser.jpg" alt="From one physical world to diverse virtual worlds" width="100%">
49
+ </p>
50
+
51
+ > **This repository: GameScaling-0.8B-S3.** Qwen3.5-0.8B continued pre-trained on a balanced mixture of 27% Minecraft and other games
52
+ > (S3), 1,600 h of gameplay, 6,760 training steps; 2.2 GB of bfloat16 weights on
53
+ > 1 GPU. Serve it with
54
+ > `bash scripts/serve_vllm.sh THUSI-Lab/GameScaling-0.8B-S3 8000` (§1). The inference client, prompts and
55
+ > scripts are in [THUSI-Lab/GameScaling](https://huggingface.co/THUSI-Lab/GameScaling); all eight checkpoints are in the
56
+ > [GameScaling collection](https://huggingface.co/collections/THUSI-Lab/gamescaling-model-6acf7c0c6500ebee61a7f872).
57
+
58
+ ## Overview
59
+
60
+ GameScaling models are Qwen3.5 vision-language models with continued pre-training on
61
+ keyboard-and-mouse gameplay. Each call takes the current game frame (plus a short history of past
62
+ frames and actions) and returns the next **200 ms of keyboard and mouse actions**: 6 steps of
63
+ 33 ms each, plus one mouse movement and scroll for the whole chunk. The model may think before it
64
+ acts.
65
 
66
+ This repository holds the GameScaling-0.8B-S3 weights. The inference client and the standard system-prompt
67
+ template are in [THUSI-Lab/GameScaling](https://huggingface.co/THUSI-Lab/GameScaling); each of the eight checkpoints is its own repository (below, and in the [GameScaling collection](https://huggingface.co/collections/THUSI-Lab/gamescaling-model-6acf7c0c6500ebee61a7f872)). Together they are everything needed to serve a
68
+ checkpoint and run it in a game; there is no training code. Paper results and analysis are on the [project page](https://gamescaling.github.io).
69
+
70
+ ## Checkpoints
71
+
72
+ | Model | Training steps | Weights | GPUs (bf16) |
73
+ |---|---:|---:|:---:|
74
+ | [GameScaling-0.8B-S1](https://huggingface.co/THUSI-Lab/GameScaling-0.8B-S1) | 6,736 | 2.2 GB | 1 |
75
+ | **[GameScaling-0.8B-S3](https://huggingface.co/THUSI-Lab/GameScaling-0.8B-S3)** | **6,760** | **2.2 GB** | **1** |
76
+ | [GameScaling-2B-S1](https://huggingface.co/THUSI-Lab/GameScaling-2B-S1) | 6,736 | 5.4 GB | 1 |
77
+ | [GameScaling-2B-S3](https://huggingface.co/THUSI-Lab/GameScaling-2B-S3) | 6,760 | 5.4 GB | 1 |
78
+ | [GameScaling-9B-S1](https://huggingface.co/THUSI-Lab/GameScaling-9B-S1) | 6,736 | 18.8 GB | 1 |
79
+ | [GameScaling-9B-S3](https://huggingface.co/THUSI-Lab/GameScaling-9B-S3) | 6,760 | 18.8 GB | 1 |
80
+ | [GameScaling-27B-S1](https://huggingface.co/THUSI-Lab/GameScaling-27B-S1) | 6,995 | 54.7 GB | 2 (tensor parallel) |
81
+ | [GameScaling-27B-S3](https://huggingface.co/THUSI-Lab/GameScaling-27B-S3) | 7,020 | 54.7 GB | 2 (tensor parallel) |
82
+
83
+ - **S1** is trained on Minecraft gameplay only. **S3** is a balanced mixture: 27% Minecraft, the
84
+ rest from other games. All checkpoints use 1,600 h of gameplay.
85
+ - Weights are bfloat16, from the Qwen3.5-0.8B / 2B / 9B / 27B backbones.
86
+
87
+ ## File tree
88
+
89
+ ```text
90
+ THUSI-Lab/GameScaling-<size>-<mixture> one repository per checkpoint
91
+ ├── config.json Qwen3.5 architecture, bfloat16
92
+ ├── model.safetensors weights (27B: 2 shards + index)
93
+ ├── chat_template.jinja required, renders history turns
94
+ ├── tokenizer.json
95
+ ├── tokenizer_config.json
96
+ ├── generation_config.json
97
+ ├── preprocessor_config.json
98
+ ├── processor_config.json
99
+ └── video_preprocessor_config.json
100
+
101
+ THUSI-Lab/GameScaling
102
+ ├── config.json index of the eight checkpoint repositories (no weights)
103
+ ├── prompts/
104
+ │ ├── system_prompt_template.txt standard prompt, 3 slots (§2)
105
+ │ └── example_doom_battle1.txt complete Doom prompt (§2)
106
+ ├── examples/
107
+ │ ├── doom_battle1.jpg test frame (1280x720)
108
+ │ ├── doom_battle1_action.txt the model's reply on that frame
109
+ │ └── run_example.py frame in, action out (§3)
110
+ ├── gamescaling/ inference client
111
+ │ ├── prompt.py system prompt builders
112
+ │ ├── policy.py client and request body
113
+ │ ├── action.py action format and parser
114
+ │ └── keymaps.py key names <-> browser keys
115
+ ├── scripts/serve_vllm.sh start a vLLM server
116
+ ├── tests/test_core.py offline tests (no GPU)
117
+ ├── assets/ images for this card
118
+ ├── requirements.txt client deps: requests, Pillow
119
+ └── LICENSE Apache 2.0
120
+ ```
121
+
122
+ ## 1. Download and serve
123
+
124
+ Download the client and scripts from [THUSI-Lab/GameScaling](https://huggingface.co/THUSI-Lab/GameScaling):
125
 
126
  ```bash
127
+ pip install -U huggingface_hub
128
+ huggingface-cli download THUSI-Lab/GameScaling --exclude "assets/*" --local-dir ./GameScaling
129
  cd GameScaling
130
+ ```
131
+
132
+ Serve a checkpoint with vLLM (tested with 0.17.0); vLLM fetches the weights from its repository:
133
+
134
+ ```bash
135
  pip install "vllm>=0.17"
136
+ bash scripts/serve_vllm.sh THUSI-Lab/GameScaling-9B-S1 8000 # 0.8B-9B fit on one GPU
137
+ bash scripts/serve_vllm.sh THUSI-Lab/GameScaling-27B-S1 8000 2 # 27B: tensor parallel 2
138
  ```
139
 
140
+ To keep the weights in a local folder instead, download the checkpoint repository and pass its path:
141
+
142
+ ```bash
143
+ huggingface-cli download THUSI-Lab/GameScaling-9B-S1 --local-dir ./GameScaling-9B-S1
144
+ bash scripts/serve_vllm.sh ./GameScaling-9B-S1 8000
145
+ ```
146
+
147
+ `serve_vllm.sh CKPT [PORT] [TP]` starts vLLM with `--served-model-name gamescaling`, bfloat16,
148
+ `--max-model-len 32768` (system prompt + 5 history frames + reasoning budget) and
149
+ `--limit-mm-per-prompt '{"image": 8}'` (5 history frames + the current one, with headroom). Set
150
+ `GPU_MEM_UTIL` to change the memory fraction (default 0.85).
151
+
152
+ Check that the server is up and the client can reach it:
153
+
154
+ ```bash
155
+ curl -s http://127.0.0.1:8000/v1/models # should list "gamescaling"
156
+ pip install -r requirements.txt
157
+ python tests/test_core.py # offline checks, no server needed
158
+ ```
159
+
160
+ Things to keep as shipped:
161
+
162
+ - **Chat template.** Use the `chat_template.jinja` in the checkpoint repository (vLLM loads it by
163
+ default). Do not replace it with the stock Qwen template: this one renders past turns without
164
+ reasoning as `<think>\n\n</think>\n\n<|action_start|>...`, token-for-token as in training.
165
+ - **Special tokens.** Requests must set `skip_special_tokens: false`, or the server strips the
166
+ `<|action_start|>` / `<|action_end|>` tags. `build_request` already does this.
167
+ - **One server per GPU group.** One vLLM replica can serve several games at once, but long
168
+ prefills (one image per history turn) make each step slower when many games share it.
169
+
170
+ ## 2. System prompt
171
+
172
+ `prompts/system_prompt_template.txt` is the standard system prompt. Fill in three placeholders
173
+ and keep everything else exactly as written: the model decides its output tags from the exact
174
+ text of the Output Format section.
175
+
176
+ | Placeholder | What to write |
177
+ |---|---|
178
+ | `{GAME_NAME}` | The game's name. It appears twice: in the opening and in the key-list heading. |
179
+ | `{GAME_RULES}` | What the game is, what is on screen, the goal and how it is scored. Plain text; several lines are fine. |
180
+ | `{KEY_BINDINGS}` | One `- <key> -> <effect>` line per key, in training key names (§5). End with the mouse line below if the mouse turns the camera. |
181
+
182
+ The mouse line, copied verbatim:
183
+
184
+ ```text
185
+ - Mouse X Y -> aim / rotate the camera (X>0 right, Y>0 down)
186
+ ```
187
+
188
+ **Note.** Lines such as `**Game Rules**`, `**Output Format**` and
189
+ `**Explanation**` are plain-text section headers that the model saw in training. They are part
190
+ of the prompt, not Markdown formatting: send them to the model unchanged, including the
191
+ asterisks.
192
+
193
+ ### Complete example: Doom Battle-1
194
+
195
+ This is the full system prompt for the ViZDoom Battle-1 map, as in
196
+ `prompts/example_doom_battle1.txt`. It is the same text in both reasoning modes (§4). Long
197
+ lines scroll horizontally; each line break below is a real `\n` in the prompt.
198
+
199
+ ```text
200
+ You are a gaming expert, and you are currently playing Doom Battle-1. You are proficient in keyboard and mouse operations. You understand game mechanics and combat pacing, can quickly extract key information from the current screen, and can think and make precise decisions at critical moments. Based on the current screen, plan the next 200ms of actions, consisting of 6 steps spaced 33ms apart. Each step lasts 33ms, until the next step begins. If the current situation continues the previous strategy, output the action directly. Think only when the situation changes significantly, the previous analysis is no longer valid, or a new objective appears.
201
+ **Game Rules**
202
+ You are playing Doom, a first-person shooter, in an arena full of monsters. Survive and kill as many monsters as you can.
203
+
204
+ ## What you see on screen
205
+ - First-person view.
206
+ - The crosshair at screen centre marks where shots land.
207
+ - The status bar along the bottom shows HEALTH on the left and AMMO on the right.
208
+ - Monsters keep arriving for the whole episode; some throw fireballs from range.
209
+
210
+ ## Rules
211
+ - Score is the number of monsters you kill in the episode.
212
+ - Firing costs ammo, and the episode ends as soon as your health reaches 0, so dodging matters as much as shooting: standing still in the open is how most episodes end early.
213
+ - Health packs and ammo boxes lie around the map; walk over one to pick it up. Running out of either is fatal, so collect them while fighting.
214
+ - A target is hit when it is under the crosshair, so turn with the mouse until the monster is centred before firing.
215
+ - The map is one large open arena, so monsters can close in from any direction.
216
+ **Common Keys in Doom Battle-1**
217
+ - W -> Move forward
218
+ - A -> Strafe left
219
+ - S -> Move backward
220
+ - D -> Strafe right
221
+ - LB -> Fire weapon
222
+ - Ctrl -> Fire weapon (keyboard alternative)
223
+ - Shift -> Run
224
+ - Space -> Open doors / use switches
225
+ - one -> Select weapon slot 1
226
+ - two -> Select weapon slot 2
227
+ - three -> Select weapon slot 3
228
+ - Mouse X Y -> aim / rotate the camera (X>0 right, Y>0 down)
229
+ **Output Format**
230
+ **Action only (usual)**
231
+ <think></think><|action_start|>X Y Z ; k1 k2 k3 ; k4 k5 ; k6 ; k7 ; k8 ; k9 k10<|action_end|>
232
+ **Thinking + action (when necessary)**
233
+ <think>reasoning</think><|action_start|>X Y Z ; k1 k2 k3 ; k4 k5 ; k6 ; k7 ; k8 ; k9 k10<|action_end|>
234
+ **Explanation**
235
+ 1. **Mouse Movement**: First, specify the relative displacement X, Y (X>0 means move right, Y>0 means move down) and scroll amount Z (Z>0 means scroll up).
236
+ 2. **Key Sequence**: Then list 6 groups of keys; within each group, keys are separated by spaces, and groups are separated by semicolons.
237
+ - Each group can contain up to 4 keys.
238
+ - If a group has no keys, leave it empty but keep the `;`.
239
+ 3. Only output a plain string that conforms to the above format — no line breaks and no quotation marks.
240
+ **Key Naming Rules**
241
+ - Number keys `0-9`: use lowercase English words, e.g., `zero` for `0`, `one` for `1`, ... `nine` for `9`.
242
+ - Function keys `F1-F12`: use capitalized English words, e.g., `One` represents `F1`, `Two` represents `F2`, and so on.
243
+ - Mouse buttons: use `LB`, `RB`, `MB` for the left, right, and middle mouse button.
244
+ - Letters: use the uppercase letter, e.g., `A`, `D`, `W`, `S`.
245
+ - Arrow keys: use `Up`, `Down`, `Left`, `Right`.
246
+ - Modifier/special keys: `Shift`, `Ctrl`, `Alt`, `Tab`, `Caps`, `Esc`, `Space`, `Enter`, `Back` (backspace), `Delete`, `Insert`, `Home`, `End`, `Pause`.
247
+ ```
248
+
249
+ The same prompt from code (`tests/test_core.py` checks that it matches the file byte for byte):
250
+
251
+ ```python
252
+ from gamescaling import build_system_prompt
253
+
254
+ DOOM_RULES = open("prompts/example_doom_battle1.txt").read() \
255
+ .split("**Game Rules**\n", 1)[1].split("\n**Common Keys in", 1)[0]
256
+
257
+ system = build_system_prompt(
258
+ "Doom Battle-1",
259
+ rules=DOOM_RULES,
260
+ key_bindings=[
261
+ ("W", "Move forward"), ("A", "Strafe left"), ("S", "Move backward"), ("D", "Strafe right"),
262
+ ("LB", "Fire weapon"), ("Ctrl", "Fire weapon (keyboard alternative)"), ("Shift", "Run"),
263
+ ("Space", "Open doors / use switches"), ("one", "Select weapon slot 1"),
264
+ ("two", "Select weapon slot 2"), ("three", "Select weapon slot 3"),
265
+ ],
266
+ mouse_aim=True, # appends the "Mouse X Y -> ..." line
267
+ )
268
+ ```
269
+
270
+ Filling the text file directly gives the same result:
271
+
272
+ ```python
273
+ tpl = open("prompts/system_prompt_template.txt").read().rstrip("\n")
274
+ system = (tpl.replace("{GAME_NAME}", "Doom Battle-1")
275
+ .replace("{GAME_RULES}", DOOM_RULES)
276
+ .replace("{KEY_BINDINGS}", "- W -> Move forward\n- A -> Strafe left\n..."
277
+ "\n- Mouse X Y -> aim / rotate the camera (X>0 right, Y>0 down)"))
278
+ ```
279
+
280
+ ## 3. Minimal usage
281
+
282
+ ```python
283
+ from PIL import Image
284
+ from gamescaling import GameScalingPolicy, PolicyConfig
285
+
286
+ policy = GameScalingPolicy(system, PolicyConfig()) # system prompt from §2; prefills <think>
287
+ policy.reset() # call at the start of every episode
288
+ decision = policy.act(Image.open("frame.png")) # one call = one 200 ms decision
289
+ a = decision.action
290
+ a.mouse # (X, Y, Z): mouse movement for this chunk (per-mille of the screen) + scroll
291
+ a.steps # 6 groups: the keys held during each 33 ms step
292
+ a.parsed # False = could not be parsed; execute as a no-op
293
+ decision.reasoning # the model's thinking for this step ("" if it acted directly)
294
+ ```
295
+
296
+ Pass `a` to your executor. Run 6 steps of 33 ms, holding that step's keys during each one. Keys
297
+ that appear in two consecutive groups stay held rather than being pressed again. Mouse movement
298
+ is `X/1000 * screen width` and `Y/1000 * screen height`. You can spread it over the 200 ms or
299
+ send it at once. The frame is sent at its native size; set `PolicyConfig(image_size=(w, h))` to
300
+ resize it first.
301
+
302
+ ### Test frame
303
+
304
+ `examples/doom_battle1.jpg` is a frame from a Doom Battle-1 episode played by GameScaling-9B-S3.
305
+ A monster stands just left of the crosshair.
306
+
307
+ <p align="center">
308
+ <img src="https://huggingface.co/THUSI-Lab/GameScaling/resolve/main/examples/doom_battle1.jpg" alt="Doom Battle-1 test frame" width="100%">
309
+ </p>
310
+
311
+ The model's reply on this frame (`examples/doom_battle1_action.txt`), with the system prompt from
312
+ §2:
313
+
314
+ ```text
315
+ <think>
316
+
317
+ </think>
318
+
319
+ <|action_start|>-37 -3 0 ; LB S ; LB ; LB ; LB ; LB ; LB<|action_end|>
320
+ ```
321
+
322
+ It acts without thinking, turns left by 37/1000 of the screen width, and holds fire for the
323
+ whole 200 ms (with a short step back in the first 33 ms). The shot killed the monster.
324
+
325
+ Run the same frame against your server:
326
+
327
+ ```bash
328
+ python examples/run_example.py --offline # no server
329
+ python examples/run_example.py # prefill <think>
330
+ python examples/run_example.py --no-reasoning # no thinking
331
+ ```
332
+
333
+ Each reply should parse into a valid action chunk (`parsed=True`); the script exits non-zero
334
+ otherwise. Sampling is at temperature 1.0 and the reference reply had five earlier frames in
335
+ context, so live replies differ in detail.
336
+
337
+ ## 4. Reasoning modes and message structure
338
+
339
+ The assistant turn is always prefilled, and the request continues it
340
+ (`continue_final_message=True`). The system prompt is the same in both modes.
341
+
342
+ | Mode | Prefill | What the model does |
343
+ |---|---|---|
344
+ | `PolicyConfig()` (default, `reasoning=True`) | `<think>` | Decides whether and how long to think, closes `</think>`, then outputs the action |
345
+ | `PolicyConfig(reasoning=False)` | `<think>\n\n</think>` | Thinking is closed and empty; the model outputs the action chunk directly |
346
+
347
+ `<think>\n\n</think>` is exactly how the chat template renders a turn without reasoning, so the
348
+ no-reasoning mode stays in the training format. Do not send the request without a prefill.
349
+
350
+ Each user turn is the text `current game screen` followed by the frame. Multi-turn messages
351
+ (`policy.py`):
352
+
353
+ ```text
354
+ system system prompt (§2)
355
+ user "current game screen" + frame t-k
356
+ assistant action taken at t-k (no reasoning)
357
+ ... (last history_len turns, default 5)
358
+ user "current game screen" + current frame
359
+ assistant "<think>" or "<think>\n\n</think>"
360
+ ```
361
+
362
+ Past turns keep only the action (`history_think=0`). A turn that failed to parse is stored as an
363
+ explicit no-op, `<|action_start|>0 0 0 ; ; ; ; ; ; <|action_end|>`, not as the raw bad output.
364
+
365
+ Client defaults: `temperature=1.0`, `max_tokens=2048`, `stop=["<|action_end|>"]`,
366
+ `skip_special_tokens=false`, JPEG frames (quality 90) at native resolution.
367
+
368
+ ## 5. Action format
369
+
370
+ ```text
371
+ <|action_start|>X Y Z ; g1 ; g2 ; g3 ; g4 ; g5 ; g6<|action_end|>
372
+ ```
373
+
374
+ - `X Y`: mouse movement over the whole 200 ms, in per-mille of the screen
375
+ (`X = Σdx / screen width × 1000`), clipped to ±1000. X>0 is right, Y>0 is down.
376
+ - `Z`: scroll notches, clipped to ±5. Z>0 is up.
377
+ - `g1..g6`: six 33 ms steps. Each group lists the keys held during that step, at most 4. An
378
+ empty group releases all keys, but the `;` must stay.
379
+ - `<|action_start|>` / `<|action_end|>` are special tokens. Requests must set
380
+ `skip_special_tokens: false` (`build_request` does), or the server strips the tags.
381
+ `parse_action` also accepts a bare `X Y Z ; ...` as a fallback.
382
+ - The action is read only after the last `</think>`: a model that thinks often quotes the format
383
+ inside its reasoning. An unclosed `<think>` means the generation was cut off; it is executed as
384
+ a no-op (`Action.truncated=True`).
385
+
386
+ Training key vocabulary (74 tokens, case-sensitive, `gamescaling.action.KEY_VOCAB`):
387
+
388
+ | Group | Tokens |
389
+ |---|---|
390
+ | Letters | `A`..`Z` |
391
+ | Number row | `zero` `one` .. `nine` |
392
+ | F1-F12 | `One` `Two` .. `Twelve` (capitalized = function key) |
393
+ | Mouse buttons | `LB` `RB` `MB` |
394
+ | Arrows | `Up` `Down` `Left` `Right` |
395
+ | Other | `Shift` `Ctrl` `Alt` `Tab` `Caps` `Esc` `Space` `Enter` `Back` `Delete` `Insert` `Home` `End` `Pause` `Equal` `Minus` `Period` `Slash` `Quote` |
396
+
397
+ Tokens outside the vocabulary are dropped and recorded in `Action.dropped`.
398
+ `keymaps.TO_PLAYWRIGHT` and `keymaps.TO_UE5` map them to browser and Unreal Engine key names;
399
+ `translate_controls` rewrites browser key names in a text into training tokens.
400
+
401
+ ## 6. Running it in a game
402
+
403
+ 1. Write the system prompt for your game (§2).
404
+ 2. Capture the current frame and call `policy.act(frame)` once per decision.
405
+ 3. Execute the returned `Action` as in §5: held keys for 6 steps of 33 ms, plus mouse movement
406
+ and scroll.
407
+ 4. Call `policy.reset()` when an episode ends.
408
+
409
+ Before trusting the results, check:
410
+
411
+ - **Parse rate.** `Decision.action.parsed` should almost always be `True`. Many failures, or many
412
+ `Action.truncated`, usually mean a replaced chat template, stripped special tokens, a missing
413
+ prefill, or a too-small `max_tokens`.
414
+ - **Actions take effect.** Each chunk runs in wall-clock time (6 × 33 ms). If the game renders
415
+ slowly, for example several game instances sharing one GPU, held keys barely move the
416
+ character and nothing reports an error. Watch a recording before reading any numbers.
417
+ - **Several episodes.** Single episodes vary a lot at `temperature=1.0`.
418
+
419
+ ## 7. Tests
420
+
421
+ ```bash
422
+ python tests/test_core.py # or: python -m pytest tests/
423
+ ```
424
+
425
+ Offline checks of prompts, request bodies and action parsing; no GPU or server needed.
426
 
427
  ## License
428
 
429
+ GameScaling is a **purely scientific research** project. We carry out **no commercial activity** of
430
+ any kind with it: nothing here is sold, licensed for a fee, or used in any product or service.
431
+
432
+ - **Models and code: Apache-2.0.** The weights and the inference code are released under the
433
+ [Apache License 2.0](LICENSE). The models are continued pre-trained from
434
+ [Qwen3.5](https://huggingface.co/Qwen/Qwen3.5-9B), which is also Apache 2.0.
435
+ - **Gameplay data is not released.** The training corpus stays private; game frames in
436
+ [THUSI-Lab/GameScaling](https://huggingface.co/THUSI-Lab/GameScaling) (e.g. `examples/doom_battle1.jpg`) only illustrate how to use the model.
437
+ - **Game copyright belongs to the publishers.** All game titles, footage, copyrights, trademarks and
438
+ other game assets referenced here belong to their respective publishers and owners. The Apache
439
+ 2.0 licence covers our weights and code only and grants no right to any game content.
440
 
441
  ## Citation
442