RNG-Bench evaluates MLLMs on hidden-observation reconstruction in non-Markov games, finds forgetting as the dominant error source, and shows fine-tuning on optimal rollouts improves performance with transfer to other benchmarks.
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Xing, Ion Stoica, Tajana Rosing, Haojian Jin, and Hao Zhang
16 Pith papers cite this work. Polarity classification is still indexing.
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RTSGameBench is a new extensible benchmark for VLMs using diverse RTS matchups, diagnostic mini-games targeting individual competencies, and a self-evolving query-to-game generator, with results showing poor VLM performance on tight coordination and large-scale tasks.
WebGameBench is a new benchmark that evaluates coding agents on building browser-native games from frozen specifications, with runtime browser evaluation showing best agents reach 76.9% usable rate but only 20.2% excellent rate.
MMSkills packages multimodal procedural knowledge into state-conditioned skills with text, state cards, and multi-view keyframes, generated from public trajectories via an agentic process and used at inference via branch-loaded inspection to improve visual agents on GUI and game benchmarks.
COSPLAY co-evolves an LLM decision agent with a skill bank agent to improve long-horizon game performance, reporting over 25.1% average reward gains versus frontier LLM baselines on single-player benchmarks.
TriEx is a tri-view explainability framework that reveals systematic mismatches between what multi-agent LLMs say, believe, and do in imperfect-information strategic games.
OmniGameArena is a unified UE5 benchmark with 12 games and the IDC harness for cold-start scores and improvement dynamics of VLM agents.
Introduces AgentOdyssey, a procedural generator of open-ended long-horizon text games, to evaluate test-time continual learning agents and diagnose limits in exploration, memory, and planning.
Mindgames introduces a four-game evaluation platform for multi-agent LLM reasoning, runs a 944-agent competition, surfaces rule-adherence and error-survival limitations, and releases a 29k-game dataset with an offline scoring protocol.
Odysseus adapts PPO with a turn-level critic and leverages pretrained VLM action priors to train agents achieving at least 3x average game progress over frontier models in long-horizon Super Mario Land.
This survey categorizes agentic environments for LLMs by eight attributes and domains, introduces symbolic and neural synthesis paradigms with evaluation, and outlines four agent evolution pathways plus three environment evolution paradigms.
The paper identifies four missing interfaces (data autolabelling, embodiment retargeting, physics-grounded world models, and video-based reward inference) as the central bottleneck beyond VLA scaling for robot intelligence.
PTCG-Bench shows LLM agents reach non-trivial PTCG performance but struggle with sustained self-evolution and remain sensitive to harness design.
Gym-V supplies 179 visual environments showing that observation scaffolding like captions and rules matters more for training success than the choice of RL algorithm.
UI-TARS-2 reaches 88.2 on Online-Mind2Web, 47.5 on OSWorld, 50.6 on WindowsAgentArena, and 73.3 on AndroidWorld while attaining 59.8 mean normalized score on a 15-game suite through multi-turn RL and scalable data generation.
A survey compiling RL methods, challenges, data resources, and applications for enhancing reasoning in large language models and large reasoning models since DeepSeek-R1.
citing papers explorer
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Beyond the Current Observation: Evaluating Multimodal Large Language Models in Controllable Non-Markov Games
RNG-Bench evaluates MLLMs on hidden-observation reconstruction in non-Markov games, finds forgetting as the dominant error source, and shows fine-tuning on optimal rollouts improves performance with transfer to other benchmarks.
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RTSGameBench: An RTS Benchmark for Strategic Reasoning by Vision-Language Models
RTSGameBench is a new extensible benchmark for VLMs using diverse RTS matchups, diagnostic mini-games targeting individual competencies, and a self-evolving query-to-game generator, with results showing poor VLM performance on tight coordination and large-scale tasks.
-
WebGameBench: Requirement-to-Application Evaluation for Coding Agents via Browser-Native Games
WebGameBench is a new benchmark that evaluates coding agents on building browser-native games from frozen specifications, with runtime browser evaluation showing best agents reach 76.9% usable rate but only 20.2% excellent rate.
-
MMSkills: Towards Multimodal Skills for General Visual Agents
MMSkills packages multimodal procedural knowledge into state-conditioned skills with text, state cards, and multi-view keyframes, generated from public trajectories via an agentic process and used at inference via branch-loaded inspection to improve visual agents on GUI and game benchmarks.
-
Co-Evolving LLM Decision and Skill Bank Agents for Long-Horizon Tasks
COSPLAY co-evolves an LLM decision agent with a skill bank agent to improve long-horizon game performance, reporting over 25.1% average reward gains versus frontier LLM baselines on single-player benchmarks.
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TriEx: A Game-based Tri-View Framework for Explaining Internal Reasoning in Multi-Agent LLMs
TriEx is a tri-view explainability framework that reveals systematic mismatches between what multi-agent LLMs say, believe, and do in imperfect-information strategic games.
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OmniGameArena: A Unified UE5 Benchmark for VLM Game Agents with Improvement Dynamics
OmniGameArena is a unified UE5 benchmark with 12 games and the IDC harness for cold-start scores and improvement dynamics of VLM agents.
-
AgentOdyssey: Open-Ended Long-Horizon Text Game Generation for Test-Time Continual Learning Agents
Introduces AgentOdyssey, a procedural generator of open-ended long-horizon text games, to evaluate test-time continual learning agents and diagnose limits in exploration, memory, and planning.
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MINDGAMES: A Live Arena for Evaluating Social and Strategic Reasoning in Multi-Agent LLMs
Mindgames introduces a four-game evaluation platform for multi-agent LLM reasoning, runs a 944-agent competition, surfaces rule-adherence and error-survival limitations, and releases a 29k-game dataset with an offline scoring protocol.
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Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning
Odysseus adapts PPO with a turn-level critic and leverages pretrained VLM action priors to train agents achieving at least 3x average game progress over frontier models in long-horizon Super Mario Land.
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Agentic Environment Engineering for Large Language Models: A Survey of Environment Modeling, Synthesis, Evaluation, and Application
This survey categorizes agentic environments for LLMs by eight attributes and domains, introduces symbolic and neural synthesis paradigms with evaluation, and outlines four agent evolution pathways plus three environment evolution paradigms.
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Robots Need More than VLA and World Models
The paper identifies four missing interfaces (data autolabelling, embodiment retargeting, physics-grounded world models, and video-based reward inference) as the central bottleneck beyond VLA scaling for robot intelligence.
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PTCG-Bench: Can LLM Agents Master Pok\'emon Trading Card Game?
PTCG-Bench shows LLM agents reach non-trivial PTCG performance but struggle with sustained self-evolution and remain sensitive to harness design.
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Gym-V: A Unified Vision Environment System for Agentic Vision Research
Gym-V supplies 179 visual environments showing that observation scaffolding like captions and rules matters more for training success than the choice of RL algorithm.
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UI-TARS-2 Technical Report: Advancing GUI Agent with Multi-Turn Reinforcement Learning
UI-TARS-2 reaches 88.2 on Online-Mind2Web, 47.5 on OSWorld, 50.6 on WindowsAgentArena, and 73.3 on AndroidWorld while attaining 59.8 mean normalized score on a 15-game suite through multi-turn RL and scalable data generation.
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A Survey of Reinforcement Learning for Large Reasoning Models
A survey compiling RL methods, challenges, data resources, and applications for enhancing reasoning in large language models and large reasoning models since DeepSeek-R1.