GameWorld: Towards Standardized and Verifiable Evaluation of Multimodal Game Agents
GameWorld benchmark evaluates multimodal LLM agents as generalist game players in browser environments, offering standardized action interfaces and verifiable success metrics for embodied AI evaluation.
Excerpt
Mingyu Ouyang, Siyuan Hu, Kevin Qinghong Lin, Hwee Tou Ng, Mike Zheng Shou — Towards an embodied generalist for real-world interaction, Multimodal Large Language Model (MLLM) agents still suffer from challenging latency, sparse feedback, and irreversible mistakes. Video games offer an ideal testbed with rich visual observations and closed-loop interaction, demanding fine-grained perception, long-horizon planning, and precise control. However, systematically evaluating these capabilities is currently hindered by heterogeneous action interfaces and heuristic verification. To this end, we introduce GameWorld, a benchmark designed for standardized and verifiable evaluation of MLLMs as generalist game agents in browser environments. Two game agent interfaces are studied: (i) computer-use agents that directly emit keyboard and mouse controls, and (ii) generalist multimodal agents that act in a semantic action space via deterministic Semantic Action Parsing. GameWorld contains 34 diverse games and 170 tasks, each paired with state-verifiable metrics for outcome-based evaluation. The results across 18 model-interface pairs suggest that even the best performing agent is far from achieving human capabilities on video games. Extensive experiments of repeated full-benchmark reruns demonstrate the robustness of the benchmark, while further studies on real-time interaction, context-memory sensitivity, and action validity expose more challenges ahead for game agents. Together, by offering a
Read at source: https://arxiv.org/abs/2604.07429