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VLA Foundry: A Unified Framework for Training Vision-Language-Action Models Evaluating LLM-Generated Obfuscated XSS Payloads for Machine Learning-Based Detection Do Agents Dream of Root Shells? Partial-Credit Evaluation of LLM Agents in Capture the Flag Challenges Refute-or-Promote: An Adversarial Stage-Gated Multi-Agent Review Methodology for High-Precision LLM-Assisted Defect Discovery From Particles to Perils: SVGD-Based Hazardous Scenario Generation for Autonomous Driving Systems Testing Choose Your Own Adventure: Non-Linear AI-Assisted Programming with EvoGraph Human-Machine Co-Boosted Bug Report Identification with Mutualistic Neural Active Learning LLMSniffer: Detecting LLM-Generated Code via GraphCodeBERT and Supervised Contrastive Learning Neurosymbolic Repo-level Code Localization CodeMMR: Bridging Natural Language, Code, and Image for Unified Retrieval Symbolic Guardrails for Domain-Specific Agents: Stronger Safety and Security Guarantees Without Sacrificing Utility Verification Modulo Tested Library Contracts The Semi-Executable Stack: Agentic Software Engineering and the Expanding Scope of SE Scaling Test-Time Compute for Agentic Coding AI-Assisted Requirements Engineering: An Empirical Evaluation Relative to Expert Judgment From Procedural Skills to Strategy Genes: Towards Experience-Driven Test-Time Evolution Atropos: Improving Cost-Benefit Trade-off of LLM-based Agents under Self-Consistency with Early Termination and Model Hotswap Vibe-Coding: Feedback-Based Automated Verification with no Human Code Inspection, a Feasibility Study Benchmarks for Trajectory Safety Evaluation and Diagnosis in OpenClaw and Codex: ATBench-Claw and ATBench-Codex Bounded Autonomy for Enterprise AI: Typed Action Contracts and Consumer-Side Execution AIPC: Agent-Based Automation for AI Model Deployment with Qualcomm AI Runtime Analyzing Chain of Thought (CoT) Approaches in Control Flow Code Deobfuscation Tasks Asking What Matters: Reward-Driven Clarification for Software Engineering Tasks Prompt-Driven Code Summarization: A Systematic Literature Review LinuxArena: A Control Setting for AI Agents in Live Production Software Environments LLMs taking shortcuts in test generation: A study with SAP HANA and LevelDB Large Language Models to Enhance Business Process Modeling: Past, Present, and Future Trends CollabCoder: Plan-Code Co-Evolution via Collaborative Decision-Making for Efficient Code Generation Sentiment analysis for software engineering: How far can zero-shot learning (ZSL) go? Learning from Change: Predictive Models for Incident Prevention in a Regulated IT Environment
Validating Navmesh using Geometry: Voxel-Based Analysis w...
Ramesh Raghavan, Ojas Sharma, Sebastien Larrue, Alan Isaac Kunde · 2026-05-21 · via cs.SE updates on arXiv.org

Navigation mesh (Navmesh) inconsistencies affect the player experience by directly impacting the navigation systems used by non-playable characters (NPCs) in game environments. While navmeshes are generated from world geometry using well-established algorithms, environments change throughout development as terrain is adjusted and assets are moved or replaced, resulting in mismatches between the navmesh and the actual environment. Existing automated approaches attempt to detect navigation issues using exploration agents and reinforcement learning techniques. However, since these methods rely on the navigation data itself or evaluate navigation behavior indirectly, they do not explicitly verify whether the navigation representation reflects the walkable space defined by underlying geometry. This paper presents a framework for validating navigation meshes through an independent, geometry-driven analysis of navmesh correctness. The approach reconstructs walkable space directly from environment geometry using a voxel-based representation, followed by constraint-aware traversal and connectivity evaluation. Validation is formulated as a prioritized search problem over the voxel space, where reinforcement learning guides sampling toward regions more likely to exhibit inconsistencies. At each sampled location, reachability derived from the voxel representation is compared against reachability obtained from the navmesh via engine-level queries. Experiments across multiple large-scale open-world game environments show that the approach consistently lowers exploration effort while maintaining similar defect detection coverage. The framework runs offline within the game engine and can be integrated into automated quality assurance pipelines. Since the method relies on geometry, it can be adapted across game engines with minimal changes, making it suitable for production deployment.