21.3AIDec 4, 2025
SIMA 2: A Generalist Embodied Agent for Virtual WorldsSIMA team, Adrian Bolton, Alexander Lerchner et al.
We introduce SIMA 2, a generalist embodied agent that understands and acts in a wide variety of 3D virtual worlds. Built upon a Gemini foundation model, SIMA 2 represents a significant step toward active, goal-directed interaction within an embodied environment. Unlike prior work (e.g., SIMA 1) limited to simple language commands, SIMA 2 acts as an interactive partner, capable of reasoning about high-level goals, conversing with the user, and handling complex instructions given through language and images. Across a diverse portfolio of games, SIMA 2 substantially closes the gap with human performance and demonstrates robust generalization to previously unseen environments, all while retaining the base model's core reasoning capabilities. Furthermore, we demonstrate a capacity for open-ended self-improvement: by leveraging Gemini to generate tasks and provide rewards, SIMA 2 can autonomously learn new skills from scratch in a new environment. This work validates a path toward creating versatile and continuously learning agents for both virtual and, eventually, physical worlds.
15.8AINov 18, 2020
Using Unity to Help Solve IntelligenceTom Ward, Andrew Bolt, Nik Hemmings et al.
In the pursuit of artificial general intelligence, our most significant measurement of progress is an agent's ability to achieve goals in a wide range of environments. Existing platforms for constructing such environments are typically constrained by the technologies they are founded on, and are therefore only able to provide a subset of scenarios necessary to evaluate progress. To overcome these shortcomings, we present our use of Unity, a widely recognized and comprehensive game engine, to create more diverse, complex, virtual simulations. We describe the concepts and components developed to simplify the authoring of these environments, intended for use predominantly in the field of reinforcement learning. We also introduce a practical approach to packaging and re-distributing environments in a way that attempts to improve the robustness and reproducibility of experiment results. To illustrate the versatility of our use of Unity compared to other solutions, we highlight environments already created using our approach from published papers. We hope that others can draw inspiration from how we adapted Unity to our needs, and anticipate increasingly varied and complex environments to emerge from our approach as familiarity grows.