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APSARA Conference 2026 - miHoYo's Future Plans Regarding AI and Development in HSR
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Overview (Speaker/Source)
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:
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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
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Story-related Q&A
- Uses a complete Honkai: Star Rail knowledge base
- Answers questions about character relationships and world lore
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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
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Presentation layer
- Uses context-aware generation to produce more than text
- Generates emotion tags that drive 3D model animation
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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
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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
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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
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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)
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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
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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
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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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