
DeepMind and Fenris Creations partner on EVE Online
DeepMind calls its research partnership with Fenris Creations a new chapter in its history of AI research in games. The partnership is built around EVE Online.
Fenris Creations is the independent studio behind EVE
DeepMind's post describes Fenris Creations as independent, and it quotes the studio's CEO, Hilmar Pétursson, on what the research is meant to explore. The post says the research extends across Fenris Creations' expanding universe, which offers distinct environments for AI development.
EVE Online has run as a single shared universe since 2003
EVE Online is a space game that went live in 2003. Thousands of players share one world, and that world has kept changing for more than 20 years. In the post's words, it is a single-shard persistent universe: every player is in the same copy of the game, and it carries on from one session to the next.
"Our latest research partnership with Fenris Creations, the independent studio behind the EVE Universe, represents a new chapter in our history of AI research in games."/"EVE Online, launched in 2003, is a massively multiplayer space simulation where thousands of players share a single universe that has evolved continuously for more than 20 years."(Exploring new frontiers section)— Google DeepMindView official source →
EVE Vanguard adds first-person tactics
EVE Vanguard is the second game in the partnership. It is played from a first-person perspective, so an AI agent there faces fast, ground-level tactical decisions inside the same persistent world that EVE Online provides at large scale.
"While EVE Online offers a large-scale single-shard persistent universe, EVE Vanguard is played from a first-person perspective, bringing ground-level, fast-paced tactical decision-making to the broader persistent world."(Exploring new frontiers section)— Google DeepMindView official source →
Four capabilities are the stated research targets
The post names continual learning, memory, long-horizon planning and multi-agent dynamics. The table gives each one in the post's own terms.
The four capabilities named in the announcement
| Capability | What it covers |
|---|---|
| Continual learning | Acquiring new skills without forgetting earlier ones, in a world that keeps changing |
| Memory | Storing and retrieving knowledge over timescales far beyond today's model context windows |
| Long-horizon planning | Reasoning over weeks, months or even years |
| Multi-agent dynamics | Cooperation, competition, negotiation, economics and emergent social behavior at scale |
Memory beyond context windows, and continual learning
A context window is the amount of text a model can look at in one go. The post says the memory target reaches far past that limit, to knowledge gathered and recalled over long stretches of time. Continual learning is the companion problem: an agent in a world that never stops changing has to pick up new skills and keep the old ones.
Long-horizon planning spans weeks, months or years
The post defines long-horizon planning as reasoning over weeks, months or even years. EVE Online has kept running for more than 20 years.
Multi-agent dynamics cover cooperation and negotiation
The fourth target is about many agents acting in one world. The post lists cooperation, competition, negotiation, economics and emergent social behavior, all at scale. Pétursson adds a second purpose: learning how humans and AI can coexist in a virtual environment before the same questions come up in real life.
"Continual learning: Acquiring new skills without forgetting what came before, in a constantly changing world."/"Long-horizon planning: Reasoning over weeks, months, or even years."/"Complex multi-agent dynamics: Navigating cooperation, competition, negotiation, economics, and emergent social behavior at scale."/"we’re pushing into uncharted territory where AI must learn, adapt and remember on timescales that no other game environment demands, while helping us understand how humans and AI can coexist in a virtual environment before we have to contend with the same questions in real life."(Exploring new frontiers section/Hilmar Pétursson, CEO of Fenris Creations)— Google DeepMindView official source →
SIMA 2 plays via the screen, language and game controls
SIMA is DeepMind's agent for playing games the way a person does: it looks at the screen, follows language instructions, and presses keys. SIMA 2 runs on Gemini and is described as capable of real-time reasoning and conversation. DeepMind's model for controlling robots is covered in Gemini Robotics 2: Whole-Body and Multi-Robot.
SIMA needs no API or source-code access
For game developers, the post says, a general gaming agent would work with existing games, with no changes to the game code. SIMA works from what a player sees and from ordinary keyboard and mouse input, so a game does not have to expose an API or share its source code.
"Rather than optimizing for a high score, SIMA is a generalist agent that ‘sees’ what a player would see on screen, understands natural language instructions, and acts through ordinary keyboard and mouse controls — requiring no APIs or source code access."/"Powered by Gemini, our frontier AI models, SIMA 2 acts as an interactive companion capable of real-time reasoning and conversation."/"For game developers, a truly general gaming agent would unlock AI capabilities that work with existing games — no modifications to the game code required."(From mastering games to understanding them section)— Google DeepMindView official source →
The partnership extends DeepMind game research from 2010
DeepMind has used games to study intelligence since it was founded in 2010. The research began with a network that learned Atari 2600 games from raw pixels.
That network, the Deep Q-Network, learned 49 games with no game-specific engineering. Its 2015 Nature paper helped start modern deep reinforcement learning, a method in which a program learns by trial and error from rewards.
After that came AlphaGo, which beat a world champion Go player in 2016, and AlphaZero, which used one algorithm for chess, shogi and Go. AlphaStar reached Grandmaster level in StarCraft II in 2019. The post also credits the same foundations for AlphaFold, which tackled the 50-year challenge of predicting protein structures and was recognized with the 2024 Nobel Prize in Chemistry.
"Since DeepMind’s foundation in 2010, the constrained yet rich worlds of games have played a critical role in understanding intelligence."/"The Deep Q-Network (DQN) learned to play 49 different games — from Pong to Breakout to Space Invaders — without any game-specific engineering."/"In 2019, AlphaStar reached Grandmaster level in StarCraft II, navigating real-time complexity and imperfect information."/"AlphaFold applied these foundations to help solve the 50-year grand challenge of protein structure prediction, a breakthrough which was recognized with the 2024 Nobel Prize in Chemistry."(Games as the engine of AI research section)— Google DeepMindView official source →
The announcement gives no date, benchmark or product
The post describes a research partnership. It does not set a release date, publish a benchmark or promise a product or feature for EVE Online players. What it does fix is the list of two games and four capabilities above.
FAQ
- What is DeepMind trying to train in EVE Online?
- The announcement names four capabilities: continual learning, memory, long-horizon planning, and complex multi-agent dynamics. Memory, for example, means keeping knowledge over a span of time well beyond what today's models can hold in view at once.
- Does SIMA need access to the game's code?
- No. SIMA reads the screen the way a person does, takes instructions in plain language, and acts through ordinary keyboard and mouse input. That is why, in DeepMind's description, a general gaming agent could work with existing games without changes to their code.
- Is EVE Vanguard part of the same partnership?
- Yes. The announcement names both games. EVE Online is a large-scale persistent universe shared by all players, and EVE Vanguard is played in first person and adds fast, ground-level tactical decisions.



