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Dec 5, 2022 Launched ReBlink announces the launch of ARBO: Basic Combat Training · venturebeat.com
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Overview

ReBlink is an applied AI research and development team building multi-agent systems, multimodal models, and generative tools for games and beyond.

News

Blog 8 days ago
Automatic glitch detection in gameplay video
Early ReBlink research on using V-JEPA 2 surprise to find temporal glitches in gameplay footage without labeled bug training, with VideoGlitchBench as the next evaluation.
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Blog 21 days ago
Exploring language control and co-play in Total War
A design exploration of how language could open Total War's campaign and battle controls without lowering its strategic bar, then support policies, standing orders, doctrines, command capacity, and counterplay.
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Blog 26 days ago
Exploring language control mechanics in Civilization
A design exploration of how language could open Civilization's control surface without lowering its strategic bar, then support policies, governors, commanders, and counterplay.
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Blog 27 days ago
Exploring language control and AI co-play in Age of Empires IV
A design exploration of how language could open the control surface in Age of Empires IV while preserving difficulty and creating new strategy through policies, standing orders, and costed Overseers.
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Blog 27 days ago
The control surface sets the market for hard games
Language control can expand who can play a hard game, which devices can support it, and how a studio should assess its potential return.
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Blog 2 months ago
Manage and generate game studio materials with ReBlink Matter
ReBlink Matter combines studio material library management with search, generation, refinement, and engine-native shader generation.
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Blog 2 months ago
Why Playthrough captures reasoning traces
Playthrough captures reasoning traces with the play so a designer or QA lead can tell whether a surprising result is a real rule change, a bad line, unusual agent reasoning, or a contaminated run.
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Blog 2 months ago
How to train a model on gameplay data
World-intelligence companies treat game engines as a rich labeled world, but telemetry is not automatically a training set. Train on accepted, attributable transitions from an authoritative engine.
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Blog 2 months ago
How to distill a model that takes the next legal move
A practical setup for training a smaller model on actions the real game engine has already accepted.
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Blog 2 months ago
What we need from your engine
What a studio has to expose in the real game before Playthrough can start: a legal-action door in the engine, why we do not start with pixels and clicks, and what that interface opens later.
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