Computer-use models can already read a screen and click, but games—with their visually rich worlds and diverse mechanics—remain hard, and pipelines built on large-scale demonstrations cover only a slice of dynamic game states. Player-1 post-trains such models with synthetic experience instead: it extends the computer-use action space with relative pointer motion, sustained inputs, and composite actions; fine-tunes on 6,044 curated gameplay trajectories paired with task instructions and visual reasoning; and then runs PPO in Player-1-Gym, sixteen synthetic 2D and 3D environments built around control demands shared across games, with programmatically verifiable rewards and randomized observations. The authors report that Player-1-9B and Player-1-35B-A3B beat their own SFT policies on MineDojo-300 by 27.8 and 17.7 percentage points, with Player-1-9B reaching 38.33% success versus 12.63% for the strongest baseline, plus gains on ViZDoom-10 and GameWorld—and the improvements transfer beyond the RL training suite.
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arXiv · TencentARC/Player-1