Robo‐Saber: Generating and Simulating Virtual Reality Players

Abstract We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in‐game object arrangements, guided by style reference gameplay examples. We train on the large BOXRR‐23 dataset and apply our framework on the popular VR game Beat Saber . The resulting model Robo‐Saber reproduces skilled performance and captures diverse player behaviors present in the training data. Robo‐Saber demonstrates promise in synthesizing rich gameplay data for predictive applications and enabling whole‐body physics‐based VR playtesting.

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Publication Details

Journal
Computer Graphics Forum
Published
2026-04-30
DOI
https://doi.org/10.1111/cgf.70353
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00

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article

Robo‐Saber: Generating and Simulating Virtual Reality Players

M. J. Liu, N. H. Kim, J. Lehtinen, P. Hämäläinen et al.
Computer Graphics Forum
Artificial Intelligence in Games
article

Robo‐Saber: Generating and Simulating Virtual Reality Players

M. J. Liu, N. H. Kim, J. Lehtinen, P. Hämäläinen, J. F. O'Brien, X. B. Peng
article en

Abstract

Abstract We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in‐game object arrangements, guided by style reference gameplay examples. We train on the large BOXRR‐23 dataset and apply our framework on the popular VR game Beat Saber . The resulting model Robo‐Saber reproduces skilled performance and captures diverse player behaviors present in the training data. Robo‐Saber demonstrates promise in synthesizing rich gameplay data for predictive applications and enabling whole‐body physics‐based VR playtesting.

Computer Graphics Forum
Simon Fraser University (CA), University of California, Berkeley (US), Aalto University (FI)
Finnish Center for Artificial Intelligence, Natural Sciences and Engineering Research Council of Canada
Openalex Percentile: Top 6%
Artificial Intelligence in Games
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