How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGs
arXiv:2602.18981v1 Announce Type: new Abstract: Modern 3D game levels rely heavily on visual guidance, yet the navigability of level layouts remains difficult to quantify. Prior work either simulates play in simplified environments or analyzes static screenshots for visual affordances, but neither setting faithfully captures how players explore complex, real-world game levels. In this paper, we build on an existing open-source visual affordance detector and instantiate a screen-only exploration and navigation agent that operates purely from visual affordances. Our agent consumes live game frames, identifies salient interest points, and drives a simple finite-state controller over a minimal action space to explore Dark Souls-style linear levels and attempt to reach expected goal regions. Pilot experiments show that the agent can traverse most required segments and exhibits meaningful visual navigation behavior, but also highlight that limitations of the underlying visual model prevent
arXiv:2602.18981v1 Announce Type: new Abstract: Modern 3D game levels rely heavily on visual guidance, yet the navigability of level layouts remains difficult to quantify. Prior work either simulates play in simplified environments or analyzes static screenshots for visual affordances, but neither setting faithfully captures how players explore complex, real-world game levels. In this paper, we build on an existing open-source visual affordance detector and instantiate a screen-only exploration and navigation agent that operates purely from visual affordances. Our agent consumes live game frames, identifies salient interest points, and drives a simple finite-state controller over a minimal action space to explore Dark Souls-style linear levels and attempt to reach expected goal regions. Pilot experiments show that the agent can traverse most required segments and exhibits meaningful visual navigation behavior, but also highlight that limitations of the underlying visual model prevent truly comprehensive and reliable auto-navigation. We argue that this system provides a concrete, shared baseline and evaluation protocol for visual navigation in complex games, and we call for more attention to this necessary task. Our results suggest that purely vision-based sense-making models, with discrete single-modality inputs and without explicit reasoning, can effectively support navigation and environment understanding in idealized settings, but are unlikely to be a general solution on their own.
Executive Summary
This pilot study investigates the viability of using visual affordances alone for navigation in commercial 3D Action Role-Playing Games (ARPGs). The authors develop an open-source visual affordance detector and instantiate a screen-only exploration and navigation agent that operates purely from visual inputs. The agent demonstrates meaningful visual navigation behavior in traversing Dark Souls-style linear levels but is limited by the underlying visual model. This study provides a concrete baseline for evaluating visual navigation in complex games, highlighting the need for a more comprehensive approach. The results suggest that vision-based sense-making models can support navigation in idealized settings but are unlikely to be a general solution.
Key Points
- ▸ The study introduces a novel approach to visual navigation in 3D ARPGs using screen-only inputs.
- ▸ The developed agent demonstrates meaningful visual navigation behavior in traversing linear levels.
- ▸ The underlying visual model limits the agent's ability to navigate complex levels comprehensively.
Merits
Strength in Concept
The study introduces a novel approach to visual navigation in 3D ARPGs, providing a shared baseline for evaluating visual navigation in complex games.
Demerits
Limitation of Visual Model
The underlying visual model limits the agent's ability to navigate complex levels comprehensively, highlighting the need for a more comprehensive approach.
Expert Commentary
This pilot study provides a valuable contribution to the field of computer science and game development, highlighting the importance of visual navigation in 3D ARPGs. While the study's findings are intriguing, the limitations of the underlying visual model are a significant concern. Further research is needed to develop more comprehensive approaches to visual navigation, potentially incorporating multiple modalities or explicit reasoning. The study's results also highlight the need for a more nuanced understanding of the role of visual affordances in game navigation, potentially leading to revised guidelines or regulations. As the field continues to evolve, it will be essential to address these limitations and develop more robust approaches to visual navigation.
Recommendations
- ✓ Future research should focus on developing more comprehensive approaches to visual navigation, incorporating multiple modalities or explicit reasoning.
- ✓ Game developers and policymakers should reevaluate their assumptions about the role of visual affordances in game navigation, potentially leading to revised guidelines or regulations.