The Latent Bridge: A Continuous Slow-Fast Channel for Real-Time Game Agents

📅 2026-06-23
📈 Citations: 0
Influential: 0
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🤖 AI Summary
This work addresses the latency–quality trade-off faced by real-time game agents operating under stringent millisecond-level response constraints while attempting to leverage second-scale planning. To reconcile this tension, the authors propose the Latent Bridge architecture, which couples a frozen fast-reacting model with a slower reasoning model and trains only a lightweight, learnable bridging module. This module injects information from the slow model directly into the embedding space of the fast model via residual mappings in a continuous latent space, circumventing the computational overhead of conventional text-based bridging. Built upon frozen vision-language models (Qwen3-VL-8B-Thinking and MiniCPM-o 4.5) with LLaVA-style projections, the system achieves substantial performance gains across seven Atari games and MetaDrive, notably improving scores by 57% on MsPacman and 28% on RoadRunner, with improvements strongly correlated (r = 0.93) to the slow model’s inherent advantages.
📝 Abstract
A real-time agent for general computer use - with games as the most demanding case - must act within tens of milliseconds while still planning over seconds. These two regimes sit at opposite ends of the latency-quality tradeoff. A reasoning VLM (Qwen3-VL-8B-Thinking) deliberates effectively but requires ~1.5 s per response - far too slow for a 15 Hz control loop. In contrast, a reactive VLM (MiniCPM-o 4.5) acts in milliseconds but underperforms on planning-heavy tasks. We couple two frozen models of matched scale (9B reactive, 8B reasoning), leaving the communication channel as the sole trainable component. The standard coupling is a Text Bridge (T): the slow model writes a suffix the fast model reads. We introduce a learned continuous Latent Bridge (L) that projects the slow model's residuals into the fast model's input-embedding space in a LLaVA-style manner, avoiding any text round-trip; both are compared against Fast-Only (F). On 7 Atari games and a driving domain (MetaDrive), tuning the action decoder per channel on held-out seeds, the Latent Bridge matches or beats the Text Bridge in every domain: it significantly improves two games (MsPacman +57%, RoadRunner +28%) and is a safe drop-in elsewhere. Combining both channels interferes destructively (RoadRunner -96%), so only one should be used. The benefit is highly predictable: the bridge helps if and only if slow reasoning already beats fast reaction (T > F) - the Latent and Text gains over Fast-Only move together at r=0.93. MetaDrive is the controlled negative, where the Latent Bridge is demonstrably inert because the Text Bridge adds no value. We release replay recordings and reproducible pipelines.
Problem

Research questions and friction points this paper is trying to address.

real-time agents
latency-quality tradeoff
slow-fast reasoning
continuous bridge
planning under latency constraints
Innovation

Methods, ideas, or system contributions that make the work stand out.

Latent Bridge
slow-fast agent
vision-language model
real-time planning
continuous communication channel
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