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Microsoft Research Project

Project JoyTwin

Acting while thinking: asynchronous control and continual experience evolution in 3D open-world action RPGs.

JoyTwin is a visual RPG agent that pairs a deliberative quest planner with a real-time reactive executive—allowing it to converse with NPCs, trade with merchants, craft gear, configure skill trees, and fight agile monsters in fast-paced 3D worlds while evolving its skills across episodes.

76.0%19 / 25 Tasks Solved · With Experience (3 Attempts)
56.0%14 / 25 Tasks Solved · Zero-Shot (1st Attempt)
2.7×Overall Success Rate vs. Best Visual Baseline (28.0%)
89.0%Prompt Cache Hit Rate via Incremental Memory

01 / Overview & The Veloren RPG World

Mastering Open-World Action RPGs: Thinking Ahead Without Standing Still

Open-world 3D action Role-Playing Games (RPGs) pose a fundamental dual challenge for foundation-model agents: deep quest reasoning takes seconds, but the living 3D world updates every single frame.

In a classic RPG adventure, success never depends on a single isolated reflex. An adventurer must weave together interlocking role-playing systems over long horizons: conversing with townsfolk to uncover local landmarks, bartering gold coins with a merchant to upgrade armor within a budget, unlocking weapon techniques in a skill tree and binding them to active hotbar slots, foraging wild ingredients to craft trail rations, consulting a 2D world map to trek across mountain terraces, and surviving sudden melee and ranged ambushes along the way.

When a conventional agent pauses for several seconds of foundation-model inference to plan the next quest stage or inspect an inventory grid, hostile creatures keep attacking and terrain hazards remain active. Conversely, purely reactive policies can handle short-term movement or button presses, but quickly lose track of multi-stage RPG objectives that span dialogue menus, crafting tables, equipment loadouts, and cross-country navigation.

Project JoyTwin bridges this cognitive-motor divide in Veloren, an open-source 3D open-world voxel action RPG. Operating strictly from the same third-person visual observations, HUD cues, and mouse-and-keyboard controls as a human player, JoyTwin unites asynchronous System 2 / System 1 control with continual experience evolution. Evaluated across 25 Veloren tasks—spanning 11 foundational RPG survival skills and 14 multi-stage open-world RPG quests over a 3-attempt evaluation horizon—JoyTwin achieves 56.0% (14/25) zero-shot success on its first attempt and evolves to 76.0% (19/25) across three attempts, achieving 2.7× the overall success rate of the strongest external visual baseline (28.0%, 7/25) and solving 9 of 14 (64.3%) complex RPG missions where the best baseline solves only 1 of 14 (7.1%).

Inside the Veloren Open-World Action RPG Environment

To evaluate whether an agent can truly function as an autonomous RPG adventurer, we ground our research in Veloren—a rich, open-source 3D action RPG set in a vast fantasy world of medieval settlements, workshops, dense forests, stepped cliffs, and dangerous wilderness. Unlike simplified grid worlds or single-mechanic arcade benchmarks, Veloren confronts the agent with four tightly coupled RPG dimensions:

RPG PILLAR 01

Character Progression, Skill Trees & Loadouts

Unlocking combat techniques and configuring active hotbar slots.

Unlike simple action games with fixed button mappings, adventurers in Veloren progress through weapon-specific skill trees—unlocking techniques such as Cross Cut sword strikes, binding learned abilities to auxiliary hotbar slots, and managing armor and weapon loadouts across multi-slot equipment panels.

RPG PILLAR 02

Living Settlements, NPC Dialogue & Merchant Economy

Grounded social interaction, quest wayfinding, and coin-budget trading.

Towns are populated by villagers, guards, quest-givers, and merchants. Completing RPG missions requires holding natural-language dialogues to ask residents for local directions to town workshops, accepting bounty commissions, and bartering coins for armor upgrades inside interactive trade interfaces without overspending.

RPG PILLAR 03

Wilderness Survival, Foraging & Recipe Crafting

Gathering wild ingredients and crafting rations and gear for the road.

Between combat encounters, players must forage wild apples, herbs, and twigs across forests and mountain terraces, match collected materials against multi-ingredient crafting recipes, and use crafted rations or healing potions to restore health during long journeys.

RPG PILLAR 04

Real-Time 3D Action Combat & Map Expeditions

Continuous stamina-based melee, ranged threats, and 2D map navigation.

Combat unfolds in real time with 3D terrain elevation, melee swing timing, projectile evasion, companion healing, and dynamic encounters against agile wild creatures, armed foes, and multi-threat ambushes—while long-range expeditions require reading in-game 2D world maps to trek across unmarked wilderness.

02 / System Architecture

How JoyTwin Works: Perception, Asynchronous RPG Control, and Continual Learning

Three coordinated loops allow JoyTwin to read complex RPG interfaces and 3D scenes like a human player, fight and navigate without freezing during quest deliberation, and grow stronger from episode to episode.

Project JoyTwin architecture diagram showing (a) Public interaction and Working memory, (b) Asynchronous control with Deliberative planner (System 2), Reactive executive (System 1), and Control & safety gate, and (c) Continual improvement via Reusable skills and Experience evolution.
Figure 1: Overview of the JoyTwin architecture for open-world 3D RPGs. (a) Public interaction: third-person visual observations and RPG UI states from the game world are distilled into an incremental, grounded working memory (where surface arrival cues are separated from verified task completion). (b) Asynchronous control: a System 2 deliberative planner decomposes multi-stage quests into stage plans on demand while a System 1 reactive executive acts at every step without a turn barrier, arbitrated by a control and safety gate. (c) Continual improvement: episode traces and verified world effects are consolidated into task-matched quest lessons and validated reusable skills.
PART (A)

Public RPG Interaction & Working Memory

Public interaction and public evidence only—grounded in what a human player sees.

JoyTwin interacts with Veloren strictly through public visual frames, mouse-and-keyboard motor inputs, and standard in-game UI panels (inventory grids, crafting menus, skill trees, merchant trade windows, NPC dialogue boxes, and the 2D world map)—with zero privileged access to internal engine state. An incremental working memory distills new visual evidence, HUD status changes, and quest progress cues into compact, role-specific views, explicitly distinguishing surface arrival cues from verified quest completion (arrival cues ≠ success).

PART (B)

Asynchronous System 2 / System 1 Control

Strategic quest planning on demand; real-time RPG action at every step.

A Deliberative Planner (System 2) acts as the high-level RPG strategist: it decomposes multi-stage quests into stage plans (such as defeating an ambush, crafting rations, or trading with a merchant) and supervises progress asynchronously—with no turn barrier. Meanwhile, a Reactive Executive (System 1) acts continuously at every step to select combat or traversal skills, track moving monsters, and respond immediately to hazards, stalls, or arrival cues, coordinated by a Control & Safety Gate that arbitrates input ownership and safe interruption.

PART (C)

Continual RPG Improvement Across Episodes

Turning past quest trajectories into verified lessons and reusable skills.

Just as human RPG players refine their builds and tactics after a failed dungeon run or boss encounter, JoyTwin reviews its episode action traces against verified observable effects in the game world. It consolidates task-matched quest lessons for future planning and authors validated reusable skills (structured as Trigger → Procedure → Stop), enabling both quest failure recovery and 2× faster execution on subsequent attempts.

03 / Video Showcase

Seeing JoyTwin in Action: RPG Quests, Trading, Crafting, and Combat

Compare JoyTwin's first-attempt (zero-shot) RPG trajectories with its experience-evolved performance across subsequent attempts. (Times listed in captions report in-game episode duration; 4× Replay videos are accelerated 4× for concise viewing.)

Overcoming an unwinnable 1-on-1 stat gap by kiting a 320 HP Ogre into the town guard.

In Guard Bounty Contract & Settlement, the player spawns with novice equipment (100 HP and a starter sword dealing ~0.6–1.5 HP per strike), while the bounty target is a towering 320 HP Ogre whose club swings deal fatal damage. Because killing the Ogre solo would require landing over 200 melee hits without dying, a 1-on-1 duel is objectively unwinnable—just as in classic open-world RPGs where low-level adventurers must rely on town guards against over-leveled monsters. On its first attempt (left), JoyTwin accepted the 1,000-coin contract and tried to fight the Ogre head-on: despite landing 71 melee hits (44.9 HP, ~14% of the Ogre's health), it was inevitably overpowered and killed. By its third attempt (right), JoyTwin learned from this failure and completely changed its tactic: after accepting the 1,000-coin contract, it landed just 7 tagging hits to register quest credit and immediately backed off—drawing the Ogre into the high-level town guard so the guard could bring down the 320 HP beast, then stepping in at 100 HP to press E through the settlement dialogue and collect all 1,000 coins in 553.6s.

1st Attempt · Unwinnable Solo Duel (4× Replay)

1st Attempt (Zero-Shot) · Why 1-on-1 Combat Fails (71 Hits = Only 14% HP)

With a novice sword (~0.6–1.5 HP/hit), JoyTwin fought the 320 HP Ogre head-on after accepting the contract—landing 71 hits (44.9 HP) before being overwhelmed and killed (1,016.9s).

3rd Attempt · Guard-Assisted Strategy (4× Replay)

3rd Attempt (With Experience) · Tag, Kite to Town Guard & Claim 1,000 Coins (553.6s)

Recognizing that a solo duel is unwinnable, JoyTwin accepted the contract, landed 7 tagging strikes for quest credit, let the high-level town guard kill the 320 HP Ogre while staying safe, and collected the 1,000-coin reward at 100 HP.

Learning a hidden wall-niche branching rule and transferring it across unseen dungeon wings within 344m.

In Architectural Schema Learning & Transfer, each corridor junction features 1, 2, or 3 shallow wall niches next to its entrance that encode which exit branch (Left or Right) continues and which ends in a dead wall. The agent must explore a three-module practice wing to infer the instance's hidden rule purely from visual observation, then traverse two unseen application wings without dying and within a strict 344-metre total application travel budget—leaving almost no room for wrong turns or backtracking. On its first attempt, JoyTwin completed all three wings without dying, but early corner misalignments and backtracking consumed 448.9m (exceeding the 344m cap). On its third attempt, JoyTwin aligned cleanly at each junction, decoded the niche-to-branch mapping in the practice wing, and traversed both unseen application wings in 330.5m (≤344m) to stop at the center of the final chamber in 1,044.0s.

1st Attempt · 4× Replay

1st Attempt (Zero-Shot) · Unsolved (448.9m > 344m Cap)

Traversed all three dungeon wings with zero deaths, but exploratory corner checks and backtracking in the application wings exceeded the strict 344m travel budget (2,700.1s in-game time).

3rd Attempt · Solved (4× Replay)

3rd Attempt (With Experience) · Solved in 1,044.0s (330.5m ≤ 344m)

Inferred the wall-niche branching rule in the practice wing and executed both unseen application wings in 330.5m with zero deaths, stopping 1.50m from the final chamber center.

Unlocking, binding, and triggering a sword technique in live combat.

A hallmark of action RPGs is character skill customization: unlocking a new combat ability in the skill tree, assigning it to an active hotbar slot, and triggering it in battle. In this mission, JoyTwin must unlock the Cross Cut sword skill, bind it to the auxiliary action slot in the RPG interface, and defeat an agile opponent. On its first attempt, JoyTwin fought with basic melee swings without completing the hotbar slot binding. Drawing on its consolidated experience, its subsequent attempt cleanly configured Cross Cut into the auxiliary slot and won the duel in 153.8s of in-game time.

1st Attempt · 4× Replay

1st Attempt (Zero-Shot) · Unsolved

Engaged the opponent with basic melee attacks before completing the skill-tree hotbar binding (300.5s in-game time).

With Experience · Solved (4× Replay)

With Experience · Solved in 153.8s

Unlocked and bound the learned sword technique into the auxiliary hotbar slot, closed distance, and defeated the opponent.

Streamlining RPG gear crafting, inventory equipping, and monster hunting.

Continual experience evolution does not merely turn failed quests into successes—it also sharpens multi-step RPG routines that JoyTwin already solved on the first try. On Craft & Equip Gear—which chains wild resource foraging, recipe crafting, and equipment slot binding—in-game completion time dropped by 51% (357.4s → 174.6s) and token usage fell by 51%. On Single-Target Melee Combat against an agile creature in natural terrain, completion time dropped by 43% (91.2s → 52.4s) with 52% fewer tokens.

1st Attempt · Real-Time Capture

Craft & Equip Gear · 1st Attempt (357.4s)

Completed material foraging, recipe crafting, and armor/weapon equipping with exploratory menu navigation.

2nd Attempt · 2× Faster

Craft & Equip Gear · 2nd Attempt (174.6s, −51% Time)

Streamlined material collection, crafting confirmation, and inventory equipment binding in half the time.

1st Attempt · 4× Replay

Melee Combat · 1st Attempt (91.2s)

Tracked and defeated the hostile creature after initial camera sweeps across the slope.

2nd Attempt · 1.7× Faster (4× Replay)

Melee Combat · 2nd Attempt (52.4s, −43% Time)

Immediate camera lock, tight melee spacing, and decisive combat resolution.

Bartering with camp merchants, crafting armor, and solo-clearing a dual-encounter hunting route.

Open-world RPGs require agents to manage equipment loadouts and coin economies before venturing into hostile territory. In Merchant Trade & Equipment (left), JoyTwin initiates dialogue with a town merchant, purchases upgraded armor within its coin budget, equips the newly acquired piece in its inventory, and retains its remaining gold (121.3s). In Self-Funded Camp & Hunting Expedition (right), JoyTwin solves a complete 16-minute RPG preparation-and-combat loop zero-shot on its first attempt (973.9s): tanning hides and crafting a Rawhide Chestpiece at camp, bartering with the merchant (Old Lanoo) to secure 57 coins while retaining an unused Minor Potion, venturing down the eastern passage and far yard to solo-kill two 25 HP Green Legooms (100% solo damage on both), and returning alive to the starting stone arch.

1st Attempt · RPG Merchant Trade (4× Replay)

Merchant Trade & Equipment · Solved Zero-Shot in 121.3s

Initiated merchant barter, paid coins for upgraded armor within budget, equipped the gear in inventory, and preserved remaining gold.

1st Attempt · Crafting, Trade & 2× Solo Kills (4× Replay)

Self-Funded Camp & Hunting Expedition · Solved Zero-Shot in 973.9s

Crafted and equipped a Rawhide Chestpiece at camp, traded with the merchant to secure 57 coins and retain a Minor Potion, solo-killed both 25 HP Green Legooms along the eastern passage and far yard, and returned alive to the stone arch.

Surviving a spawn ambush, crafting camp rations, and trekking 60m via the 2D map.

Full RPG quests demand sustained coordination across combat, survival crafting, and wilderness navigation. This 15-minute expedition chains three sequential RPG stages: (1) survive an immediate ambush at spawn and defeat an aggressive Green Legoom, (2) forage a wild red apple and twigs to craft an Apple Stick ration in the crafting menu, and (3) consult the in-game 2D map to trek ~66 metres eastward across forested terraces to a rendezvous point and gather a second apple. On its first attempt, JoyTwin fell early in the opening ambush (91.1s). On its second attempt (shown below), JoyTwin survived the ambush at 5.3 HP and defeated the Green Legoom (Stage 1), foraged a nearby apple and crafted the Apple Stick ration (Stage 2), and then repeatedly read the 2D map to trek ~60 metres eastward to within 7.1 metres of the rendezvous (Stage 3)—spending the final portion of the episode searching the multi-tiered wooded slopes for the unlabelled second apple on the grass.

2nd Attempt · Long-Horizon RPG Quest (4× Replay)

Multi-Stage RPG Expedition · 2nd Attempt (Stages 1 & 2 Solved + 7.1m from Rendezvous)

Stage 1: Survives the spawn ambush at 5.3 HP and defeats the Green Legoom. Stage 2: Forages a wild apple and crafts an Apple Stick ration. Stage 3: Reads the 2D world map to trek ~60m eastward to within 7.1m of the rendezvous while searching the wooded terraces for the final apple.

04 / Continual Experience Evolution

Turning Initial Experience into Multi-Attempt RPG Mastery

In an open-world RPG, mastery is built across attempts—diagnosing why a quest stalled, remembering which contract settlement step, architectural rule, or skill-tree binding was missed, and streamlining multi-step routines on subsequent runs.

Rather than relying on static prompts or unverified raw transcripts, JoyTwin audits what happened at the end of each episode against verified observable outcomes in Veloren—which skills connected, where progress stalled, and which subgoals remained unfinished—and distills those observations into task-matched quest lessons and validated reusable skills (structured as Trigger → Procedure → Stop). Across a 3-attempt evaluation horizon on the 25 Veloren tasks, the Deliberative Planner receives a concise briefing of its prior episode trajectories and consolidated lessons before each new attempt.

QUEST RECOVERY · +20.0% SUCCESS

5 Unsolved Tasks Recovered

56.0% (14/25) → 76.0% (19/25)

Consolidated experience across 3 attempts resolves initial bottlenecks in guard bounty contract settlement (Guard Bounty Contract & Settlement), visual rule induction under a strict distance cap (Architectural Schema Learning & Transfer), skill-tree hotbar binding (Skill Configuration & Tactical Combat), and terrain traversal (Elevation & Step Climbing, Wall Detour Navigation).

EXECUTION EFFICIENCY · 2× FASTER

Halved Time & Token Cost

Up to −51% Time & −52% Tokens

Even on quests already solved zero-shot, experience eliminates exploratory menu checks and camera sweeps—cutting Craft & Equip Gear time from 357.4s to 174.6s (−51%) and Single-Target Melee Combat time from 91.2s to 52.4s (−43%).

LONG-HORIZON PROGRESSION

Deep Multi-Stage Advancement

91.1s Ambush → Stages 1 & 2 Cleared

On the 15-minute Multi-Stage Crafting, Combat & Expedition quest, JoyTwin recovers from an early first-attempt ambush defeat to defeat the hostile Green Legoom, forage and craft an Apple Stick ration, and trek ~60m via the 2D map to within 7.1m of the rendezvous.

Continual RPG Learning Loop:
1. Record quest actions & world outcomes
2. Diagnose combat or UI stalls
3. Consolidate task-matched lessons
4. Guide the next attempt's stage plan

Guard Bounty Contract & Settlement

Open-World RPG Missions★ Unwinnable Solo Duel → Guard Kite & Payout (553.6s)
1st Attempt (Zero-Shot)
Unsolved (1,016.9s) — Accepted the 1,000-coin contract and fought the 320 HP Ogre 1-on-1 with a novice sword (~0.6–1.5 HP per hit). Even after landing 71 melee hits (44.9 HP, ~14% of the Ogre's health), the stat gap made a solo duel unwinnable and the player was killed.
Consolidated Lesson
With novice gear, a 320 HP Ogre is objectively impossible to defeat solo. After accepting the 1,000-coin contract, do not stay in close melee: land a few tagging hits to register quest credit, kite the Ogre into the high-level town guard to let the guard kill it, then press E through the dialogue to collect the 1,000 coins.
With Experience (Across 3 Attempts)
Solved in 553.6s — Recognized the stat disparity and abandoned futile 1-on-1 brawling: accepted the contract, tagged the Ogre (7 hits), drew it into the town guard's lethal attacks while staying safe at 100 HP, and completed the settlement dialogue to claim all 1,000 coins.

05 / Benchmark Evaluation

Evaluating JoyTwin Across 25 Veloren RPG Tasks

We evaluated JoyTwin and five representative visual-agent baselines across 25 Veloren tasks—comprising 11 foundational RPG survival & traversal tasks and 14 multi-stage open-world RPG missions.

All compared agents operate under a standardized visual-agent evaluation protocol: receiving identical player-visible screen frames and issuing standard keyboard-and-mouse controls under a matched foundation-model backbone. While several baselines handle isolated movement or basic item consumption, the 14 Open-World RPG Missions—which chain NPC dialogue, merchant trading, skill-tree configuration, multi-bench workshop crafting, time-critical supply recovery, guard bounty contracts, and visual architectural rule transfer—expose a stark capability gap: four of the five external baselines solve 0 of 14 Open-World RPG Missions, and the strongest baseline solves only 1 of 14 (7.1%).

To measure both out-of-the-box capability and continual improvement across episodes, each agent is evaluated over up to 3 attempts per task, comparing 1st Attempt (Zero-Shot) performance against With Experience (3 Attempts) performance. Even on its very first attempt, JoyTwin solves 56.0% (14/25) of the tasks—including 6 of 14 (42.9%) complex Open-World RPG Missions—doubling the strongest external baselines (28.0%, 7/25). Across three attempts, while conventional visual-agent baselines struggle to turn raw prior trajectories into new task completions, JoyTwin's verified lesson consolidation and reusable skill synthesis lift its overall success rate to 76.0% (19/25)—solving 10 of 11 (90.9%) Basic Action & Survival tasks and 9 of 14 (64.3%) Open-World RPG Missions.

JoyTwin (Ours)1st Try: 56.0% · With Experience (3 Tries): 76.0%
1st Attempt (Zero-Shot)14/25
With Experience (3 Tries)19/25
Tool-Calling Agent1st Try: 28.0% · With Experience (3 Tries): 28.0%
1st Attempt (Zero-Shot)7/25
With Experience (3 Tries)7/25
DeepSeek Harness1st Try: 28.0% · With Experience (3 Tries): 28.0%
1st Attempt (Zero-Shot)7/25
With Experience (3 Tries)7/25
SmolAgents1st Try: 20.0% · With Experience (3 Tries): 20.0%
1st Attempt (Zero-Shot)5/25
With Experience (3 Tries)5/25
GamingAgent1st Try: 20.0% · With Experience (3 Tries): 20.0%
1st Attempt (Zero-Shot)5/25
With Experience (3 Tries)5/25
GameScaling1st Try: 8.0% · With Experience (3 Tries): 8.0%
1st Attempt (Zero-Shot)2/25
With Experience (3 Tries)2/25
25 Veloren Tasks Benchmark Comparison: 1st Attempt (Zero-Shot) vs. With Experience (3 Attempts)
Agent / Method 1st Try · Basic (11) 1st Try · RPG (14) 1st Attempt (Zero-Shot) 3 Tries · Basic (11) 3 Tries · RPG (14) With Experience (3 Tries) Architecture & Multi-Attempt Progression
JoyTwin (Ours) 8/116/1414/25 (56.0%) 10/119/1419/25 (76.0%) Asynchronous System 2 / System 1 + verified skill & experience evolution (+20.0% across 3 attempts)
Tool-Calling Agent 7/110/147/25 (28.0%) 7/110/147/25 (28.0%) Synchronous visual tool-calling agent (no net task gain across 3 attempts)
DeepSeek Harness 6/111/147/25 (28.0%) 6/111/147/25 (28.0%) Turn-based visual reasoning harness (no net task gain across 3 attempts)
SmolAgents 4/111/145/25 (20.0%) 4/111/145/25 (20.0%) Code-and-action visual agent framework (no net task gain across 3 attempts)
GamingAgent 5/110/145/25 (20.0%) 5/110/145/25 (20.0%) Vision-language gameplay agent harness (no net task gain across 3 attempts)
GameScaling 2/110/142/25 (8.0%) 2/110/142/25 (8.0%) High-frequency reactive action model (no net task gain across 3 attempts)

25 Veloren Tasks Overview

Basic Action & Survival

Short-Range Locomotion

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Consume Available Food

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Forage Wild Food

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Identify & Consume New Food

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Build a Food Reserve

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Craft & Equip Gear

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Health Recovery

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Wall Detour Navigation

★ Evolved With Experience
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Staggered Obstacle Detour

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Elevation & Step Climbing

★ Evolved With Experience
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)✓ Solved
Basic Action & Survival

Long-Distance Canyon Detour

× Frontier Task
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)× Unsolved
Open-World RPG Missions

Single-Target Melee Combat

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Open-World RPG Missions

Villager Wayfinding to Workshop

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Open-World RPG Missions

Elevated Supply Delivery

× Frontier Task
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)× Unsolved
Open-World RPG Missions

Skill Configuration & Tactical Combat

★ Evolved With Experience
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)✓ Solved
Open-World RPG Missions

Dual-Threat Combat Encounter

× Frontier Task
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)× Unsolved
Open-World RPG Missions

Ally Healing & Combat Support

× Frontier Task
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)× Unsolved
Open-World RPG Missions

Merchant Trade & Equipment

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Open-World RPG Missions

Bounty Quest & Combat

× Frontier Task
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)× Unsolved
Open-World RPG Missions

Multi-Stage Crafting, Combat & Expedition

× Frontier Task
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)× Unsolved
Open-World RPG Missions

Mountain Workshop Armor Circuit

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Open-World RPG Missions

Self-Funded Camp & Hunting Expedition

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Open-World RPG Missions

Hostile Route Supply Recovery

✓ Solved Zero-Shot
1st Attempt (Zero-Shot)✓ Solved
With Experience (3 Tries)✓ Solved
Open-World RPG Missions

Guard Bounty Contract & Settlement

★ Evolved With Experience
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)✓ Solved
Open-World RPG Missions

Architectural Schema Learning & Transfer

★ Evolved With Experience
1st Attempt (Zero-Shot)× Unsolved
With Experience (3 Tries)✓ Solved

06 / Efficiency & Context Reuse

Sustaining Long-Horizon RPG Quests Through Incremental Memory

Open-world RPG quests unfold across hundreds of steps—transitioning between 3D wilderness exploration, inventory and crafting menus, merchant dialogues, and real-time combat—which can easily overwhelm foundation models if every frame and HUD update is re-encoded from scratch.

JoyTwin keeps long-horizon RPG deliberation lightweight through two complementary mechanisms: incremental working memory (which highlights only newly observed world or UI changes while keeping prior quest history cache-friendly) and System 1 / System 2 specialization (where the reactive executive handles continuous movement and melee tracking locally while the deliberative planner is invoked only at quest stage transitions or unexpected events).

Incremental Context Reuse

89.0% Prompt-Cache Hit Rate

Cached Quest Context (89.0%)Fresh Incremental Input (11.0%)

By preserving stable working-memory prefixes and forwarding only newly observed HUD and scene changes, JoyTwin reuses 89.0% of its planner prompt context from cache and requires only ~12 deliberative planner calls per episode on average.

Experience & Output Efficiency

Faster Execution on Repeated Quests

−21.5%Average Episode Completion Time With Experience
2.1–4.5×Fewer Output Tokens Than Visual Agent Baselines

Consolidated experience eliminates redundant menu inspection and exploratory detours on subsequent attempts—reducing overall token consumption by 20.0% and cutting completion time by up to 51% on multi-step crafting and melee combat tasks.

07 / Key Takeaways & Outlook

Toward Persistent, Self-Evolving RPG Companions

Project JoyTwin demonstrates that open-world RPG agents do not have to choose between deep quest reasoning and real-time combat responsiveness.

  • Acting while thinking is essential for 3D Action RPGs. Decoupling deliberative quest planning (System 2) from step-by-step reactive execution (System 1) allows JoyTwin to converse with NPCs, craft and equip gear, navigate 3D terrain, and fight agile monsters in Veloren without freezing during model inference.
  • Experience evolution unlocks both quest recovery and execution speedups. By consolidating episode traces and verified world outcomes into task-matched lessons and reusable skills across a 3-attempt evaluation horizon, JoyTwin raises its 25-task visual RPG benchmark success rate from 56.0% (14/25) zero-shot to 76.0% (19/25) with experience—recovering five previously unsolved tasks (including guard bounty contract settlement and in-context architectural schema transfer) while cutting execution time and token usage nearly in half on multi-step crafting and melee combat tasks.
  • Open RPG frontiers ahead. Several rich role-playing scenarios—such as surviving simultaneous melee-and-ranged ambushes, actively healing an allied companion under fire, and completing 15-minute multi-stage wilderness expeditions—remain exciting frontiers for future work on persistent world maps and cooperative party play.