Robo-Saber: Generating and Simulating Virtual Reality Players
Conference of the European Association for Computer Graphics (Eurographics 2026)
- 1Aalto University
- 2University of California, Berkeley
- 3NVIDIA
- 4Simon Fraser University
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 exemplars and aligned to maximize simulated gameplay score. We train on the large BOXRR-23 dataset and apply our framework on the popular VR game Beat Saber. The resulting model Robo-Saber produces skilled gameplay and captures diverse player behaviors, mirroring the skill levels and movement patterns specified by input style exemplars. Robo-Saber demonstrates promise in synthesizing rich gameplay data for predictive applications and enabling a physics-based whole-body VR playtesting agent
Video
BibTeX
@article{kim2026robosaber,
author = {Kim, Nam Hee and Liu, Jingjing May and Lehtinen, Jaakko and H{\"a}m{\"a}l{\"a}inen, Perttu and O'Brien, James F. and Peng, Xue Bin},
title = {Robo-Saber: Generating and Simulating Virtual Reality Players},
journal = {Computer Graphics Forum},
year = {2026},
volume = {45},
number = {2},
pages = {e70353},
doi = {10.1111/cgf.70353}
}