185 upvotes · 26 August 2026

Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models

Pengfei Zhou, Hexin Wang, Zhengfeiyang Zhang, Yixing Ma, Zhenglin Wan, Kaipeng Zhang, Wangbo Zhao, Yang You

This paper proposes a way to improve the efficiency of training world models by using game development as a source of reward signals and trajectory data, allowing for more effective post-training of large language models using reinforcement learning. Practitioners might care about this approach because it could lead to more scalable and effective world models for applications like dialogue systems and visual question answering.

Abstract

A common strategy for scaling world models is to train on more crawled video with more compute. We argue that this strategy is inefficient: scaling world models also requires a recursive data engine that offers grounded reward signals. The success of code agents illustrates why this matters. As code is executable, compilers and runtimes can provide high-quality rewards for Reinforcement Learning (RL) post-training of LLMs. By contrast, spatial generation still relies largely on fuzzy proxies such as CLIP scores. These signals are fuzzy and biased, making them hard to support RL post-training. Compared with these, game development provides a missing reward environment for spatial world models. A scene encoded by a game engine is an executable world specification: the engine can efficiently check collision, physics, navigability and bounded playability, while the developer provides the global verification signal by judging whether the scene should be accepted. Game development also provides real-world long-horizon trajectory data for RL post-training. We therefore propose Reinforcement Learning with Human-Engine Verification (RLHEV), a post-training paradigm that combines dense engine signals with implicit human acceptance feedback from the development process.

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