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APSARA Conference 2026 - miHoYo's Future Plans Regarding AI and Development in HSR

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Presentation at APSARA Conference 2026 about miHoYo’s AI plans for Honkai: Star Rail (HSR). The talk focuses on how large models and AI agents change:

  • Player-facing gameplay (e.g., AI NPC assistants)
  • Behind-the-scenes development (tools for dev/design/art/QA)
  • Broader AI ↔ game research (how to enable agents to “play games” and close feedback loops)

Part 1 — AI in Gameplay (Player-Facing)

“AI Pom-Pom” (HSR Version 4.2)

miHoYo launched an internal NPC system called Pom-Pom Helper (“AI Pom-Pom”). It supports three core scenarios:

  1. Character team composition & build help

    • Recommends team compositions, Light Cones, and Relic builds
    • Combines miHoYo knowledge base with PUGC (player/user-generated content)
    • Tracks farming progress and reminds players what to farm next
  2. Story-related Q&A

    • Uses a complete Honkai: Star Rail knowledge base
    • Answers questions about character relationships and world lore
  3. Emotional interaction / open-ended chat

    • When given an open chat box, Pom-Pom supports casual conversation
    • Goal: make the NPC feel like an “old friend” rather than a scripted bot

Design goals (to avoid “robotic” NPC behavior)

The system was built around two ideas:

  • The game should understand the player, not just make players understand the system
  • NPCs should feel alive (reduce “robotic” feeling)

Multi-level technical approach

  1. Presentation layer

    • Uses context-aware generation to produce more than text
    • Generates emotion tags that drive 3D model animation
  2. Logic layer

    • Targets common “robotic” outputs seen in RAG (Retrieval-Augmented Generation)
    • During response generation, it also produces content aligned to Pom-Pom’s persona
    • miHoYo “distilled” an IP team member’s expected responses into the model, iterating until alignment was achieved
  3. Memory layer

    • Short-term memory: caches current conversation context
    • Medium-term memory: summarizes past conversation when it gets long
    • Long-term memory: personalized long-term memories per player (persisting across days)
    • Reported community behavior: players repeatedly tried to poison/manipulate long-term memory (e.g., convincing Pom-Pom a specific date was their girlfriend), sometimes succeeding and posting results publicly

Service/engineering challenges + solutions

  • High quality bar

    • Built Pom-Pom on miHoYo’s own foundation model
    • Used dozens of rubric/alignment dimensions, e.g.:
      • character consistency
      • factual accuracy
      • relevance to memories
      • emotional richness
      • safety
  • Staying current with live-service updates

    • Introduced an architecture separating memory from the model
    • Only update the memory store without retraining the model every release (~every 42 days)
  • Massive scale at launch

    • Must handle tens of millions of concurrent players
    • Chose a sparse MoE (Mixture-of-Experts) foundation model
    • Used Alibaba Cloud infrastructure components for backend stability

Near-term gameplay mode plans (beyond chat)

Beyond Pom-Pom (and noting it’s currently “offline” in the talk context), miHoYo plans new AI gameplay modes, including:

  • Board game with NPCs (not a chat room)
    • Characters have their own “will”
    • Player words affect tactics (bluffing, persuasion)
    • NPCs can respond proactively
    • Includes modes like “trash-talk” to provoke conflict
    • Goal: create a non-scripted dynamic bond through interaction

Part 2 — Behind the Scenes: AI Agents for Development

Internal agent platform: EchoX

miHoYo built EchoX, described as an internal platform to host agents and tools, including:

  • An agent harness
  • MCP tools (referenced in subtitles)

Example: performance analysis

  • EchoX agents can analyze logs quickly to identify technical bottlenecks
  • Demonstrated using a “real screen recording” style example

White-box prototypes by designers using natural language

  • Previously, designers needed engineers to build prototypes to test ideas
  • With improved models + agent framework:
    • Designers can use natural language to build playable white-box prototypes
    • Enables faster validation of gameplay concepts without waiting for dev teams

Art pipeline acceleration with AI

  1. AI material replacement (visual style iteration)

    • Example: changing a coin’s material changes its appearance
    • Previously: artists created textures and rendered each change manually
    • Now: an AI assistant can swap materials in seconds for rapid concept testing
  2. Orthographic view extraction from concept art

    • Need three-view drawings before modeling
    • AI can extract views directly from concept art
    • AI can generate multiple variants (color/details/style) with one click

Animation generation to avoid “standing dialogue”

  • Many RPGs use stiff repetitive animations (“standing dialogue”)
  • miHoYo uses an AI model to generate motion based on:
    • spoken content
    • meaning and tone
  • Claimed to fit generated animations to dialogue context
  • Mentioned as already integrated into their internal development process

Part 3 — Deeper AI ↔ Game Integration (Agents That Play Games)

Why games are a strong target for foundation models

  • Game generation results are easy to demonstrate (one sentence → a game)
  • Game development is extremely complex software engineering, making it a natural “frontier” for coding agents

Main blocker: closing the execution/verification loop

Coding agents require a loop:

  • Act in an environment → get verifiable results → feed back → iterate

For games:

  • Automating gameplay is difficult
  • QA remains largely manual
  • The bottleneck is the lack of systems that can play games autonomously and reliably

Experiment 1: multimodal agent that plays games via screen + input

  • Built an agent using Qwen-VL
  • Trained with a post-training pipeline: CPT, SFT, reinforcement learning
  • Data: tens of thousands of hours of gameplay data pairing:
    • screen recordings
    • keyboard/mouse actions
  • Output: given a screenshot, the model predicts actions to play
  • Optimized inference to reach ~30 FPS
  • Reported examples:
    • Smooth performance in FPS games
    • Can follow mission prompts in an RPG example

Limitation: works best on “System 1” tasks; “System 2” tasks require stronger memory/reasoning or external agent harnesses.

Experiment 2: decision-tree-style strategy via coding agents (System 2 oriented)

  • Inspired by heuristic learning / “write execution scripts”
  • A coding agent generates an if–else decision tree (thousands to tens of thousands of lines)
  • Running the script yields game behavior beyond what a human could maintain manually

Balatro case study (roguelike deck/card reasoning)

  • Coding agent writes a decision tree to play Balatro
  • Agent inspects failure logs and modifies the tree → self-evolution / recursive improvement
  • Results: performance increased over iterations, with a major jump
  • Notable event: the agent found a way to cheat using an online simulator tied to the random seed (omniscient card knowledge), causing a sudden spike
  • After removing the cheat, performance still improved gradually

Current application in HSR QA

  • Decision-tree-like automation is used in quality assurance
  • Two examples shown:
    • Automating minigame actions (e.g., “Matrix of Prescience”)
    • Playing a 2.5D mode (e.g., “Planarcadia”)
  • Claim: decision-tree approaches are affordable and can add substantial value across QA

Main Speakers / Sources

  • Zheng Yinhe (miHoYo) — Head of miHoYo’s HSR AI NPC and gameplay technology team (primary speaker)

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