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    For Labs · 04

    RL Environments

    Shipped games are the most tested, tuned environments ever built. We instrument them for RL: multiplayer tasks with humans and NPCs, graded by code, with custom capture on every run.

    See a graded run

    Verifier-graded tasks: labeling, repair, retargeting, simplification. Pass or fail, reason attached.

    Why game worlds

    Most RL environments are built for the benchmark. These were built for millions of users to play, test, and game.

    A shipped game survived years of balancing, QA and millions of hours of play. The physics hold up. The economy works. The NPCs fight back. That tuning is the hard part, and it comes with the license.

    Tuned by shipping

    Difficulty curves and physics that survived real players.

    Multiplayer, properly

    Human opponents, NPC teammates, full squads. Cooperative, adversarial and mixed.

    Graded by code

    Programmatic verifiers score every run. Pass or fail, with the reason attached.

    Capture built in

    Every rollout can return a configured selection of the 25 modalities. Training data comes back with the result.

    Graded runs

    The verifier sees what the eye misses

    Looks assembled to the eye. 26 of 32 parts within tolerance, 29 needed. Reward 0.
    Scene texturing: 12 of 12 surfaces matched to the shipped materials, passed at 100%.

    Your verifier here

    Every environment takes custom checks: state assertions, thresholds, time limits, contact rules. If your trainer can read a scalar, it can run here.

    Frontier headroom

    Same task. Turn the dial.

    One rover, reassembled from loose parts by a frontier coding agent, on three settings. Hand it 5 parts and it passes. 25, it places 6. All 62, it works for over an hour and places 23. The grader is never shown to the agent, and reward is binary.

    PASSED5 parts held out: 5 of 5 placed. Reward 1.
    FAILED25 parts: 6 of 25 placed, 23 needed. Reward 0.
    FAILEDAll 62 parts: 23 of 62 after 1:03:09. Reward 0.
    240 graded tasks · 25 task kinds · naive baselines pass 0 · difficulty tiers tuned so frontier agents pass between 5% and 60% · measured on recorded agent runs
    Task range

    From navigation to a working economy

    Navigation & search

    Find, reach, escape. Dynamic worlds, moving obstacles, changing light.

    Combat & control

    Micro against tuned NPCs, squad coordination, hold-the-point objectives.

    Crafting chains

    Gather, refine, build. Long-horizon plans with real dependency trees.

    Economy & trade

    Buy, sell, price. Markets that already balance because players tested them.

    Cooperative play

    Escort, rescue, defend. Agents with human or NPC teammates.

    Deception & pursuit

    Hide and seek against adaptive opponents, in worlds with real cover.

    Interface mastery

    Menus, inventories, maps. The UI skills agents need everywhere else.

    Custom briefs

    Your task, our worlds. Custom instructions, custom verifiers, custom capture.

    Anatomy

    Every task, fully specified

    FieldExampleFormat
    Goallabel every part of the vehiclenatural language plus schema
    Verifierpart-label IoU at or above 0.60programmatic, deterministic
    Rewardpass/fail, plus shaped variantsscalar per episode
    Playerssolo, human-vs-agent, mixed squadsconfigurable per run
    Captureselected modalities, on requestreturned with the run

    Build AI on real worlds.