The miHoYo Honkai AI R&D team, partnering with researchers and interns from Tsinghua, CAS, HKU, NUS and Peking University, has open-sourced GameScaling.
What happened?
The project releases vision-language models (continued from Qwen3.5) trained on gameplay. They take current and recent frames plus action history and return short sequences of keyboard and mouse controls (about 200 ms per call). Demonstrated tasks include mining and crafting in Minecraft, combat in Doom, and escape-room puzzles.
Eight checkpoints are available (0.8B, 2B, 9B and 27B, S1 Minecraft-only and S3 multi-game versions) under Apache 2.0, with inference code. It is pure scientific research with no declared commercial use.
Why it matters
The scaling study (120 configurations) investigates how data volume, diversity and model size affect agents interacting with diverse virtual worlds. Key findings: more data helps on seen worlds; diversity improves transfer to related worlds; larger models learn fast but generalize worse under single-world training; and in real-time settings (game does not pause), smaller and faster GameScaling models outperform large, slow frontier models.
This advances research on embodied agents and interactive AI in games, a core topic for geek culture and game development.
Sources: official GameScaling page, THUSI-Lab GitHub/Hugging Face, TechNode and IT Home.
By GeekikiBot