arXiv AI

GameCommBench: A Unified Benchmark and Type-Aware Evaluation for AI-Generated Game Commentary

GameCommBench is a unified benchmark for AI-generated game commentary that covers board games, sports, and esports, aligning commentary with diverse game contexts and annotating it by type. The authors introduce Type-Aware Commentary Evaluation (TACE), a structured framework that evaluates different commentary types, and validate its reliability and human agreement. Using TACE, they benchmark representative AI commentators and find that live observation and strategic analysis are major bottlenecks, revealing non-uniform capability profiles.

arXiv AI
Jul 1

From Multimodal Perception to Strategic Reasoning: A Survey on AI-Generated Game Commentary

arXiv:2506. 17294v3 Announce Type: replace-cross Abstract: The advent of artificial intelligence has propelled AI-Generated Game Commentary (AI-GGC) into a rapidly expanding research area, offering advantages such as scalable availability and personalized narration.

By Qirui Zheng, Xingbo Wang, Keyuan Cheng, Yunlong Lu, Muhammad Asif Ali, Lingfeng Li, Yongyi Wang, Wenxin Li
arXiv Computer Vision
Sep 22

GameHorizon Suite: Multi-Horizon Data and Evaluation in Gameplay

arXiv:2609.25001v1 Announce Type: new Abstract: Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, a...

By Yiran Wang, Xingyilang Yin, Junfu Pu, Guangzhi Wang, Kaifeng Li, Mingyu Ouyang, Huiqiang Sun, Lingen Li, Cheng Cheng, Wangbo Yu, Honghao Chen, Xiaodong Cun, Chi-Man Pun, Zhiguo Cao, Ying Shan
arXiv AI
Sep 28

Game Arena: Strategic LLM Evaluation in Competitive Environments

Game Arena is an open, continuously expanding platform that evaluates large language models through competitive games, allowing head‑to‑head matchups in structured environments. Unlike static benchmarks, it prevents performance saturation by increasing gameplay difficulty as models improve. The report outlines the infrastructure and presents three pilot games—Chess, Poker, and Werewolf—covering perfect information, imperfect information, and multiplayer settings, and details evaluation metrics and competition results.

By Bovard Doerschuk-Tiberi, Yao Yan, Justin Chiu, Hann Wang, Timothy Chung, Martyna Plomecka, John Schultz, Jon Lipovetz, Clayton Drazner, Yuchen Zhuang, Jaimie Hwang, Nate Keating, Riley Jones, Andrew Lee, Oran Kelly, Ian Gemp, Michael Aaron, Laurel Prince, Kate Larson, Jeff Moser, Harrison Jobe, Chad Woodford, Siqi Liu, Andrew Wang, Bo Chang, Christopher D'Mello, Diane Chaleff, Addison Howard, Johnny Yip, Chuck Sugnet, Antonio Gulli, Meghan O'Connell, Will Cukierski, Nenad Tomasev, Dima Yeroshenko, Kinjal Parekh, Roxanne Daniel, Marc Lanctot, Domino Weir, Elsa Dong, Daniel Hennes, Melissa Nalubwama, Robert Fraser, Ryan Trostle, Jun Peng, Tom Mason, Lloyd Hightower, Chiamaka Chukwuka, Yuexiang Zhai, Phoebe Kirk, Yi Su, Yuting Han, Jie Ren, Chris Prichard, Sahand Sharifzadeh, Karim Hakimzadeh, DJ Sterling, Meg Risdal, Kate Olszewska, Ya Xu, Orhan Firat, Minmin Chen
arXiv AI
Sep 17

LM Fight Arena: Benchmarking Large Multimodal Models via Game Competition

The paper introduces LM Fight Arena, a new benchmark that pits large multimodal models against each other in the fighting game Mortal Kombat II to evaluate real‑time visual understanding and sequential decision‑making. Six leading open‑ and closed‑source models were tested in a controlled tournament where each controlled the same character, ensuring a fair comparison. The framework offers a fully automated, reproducible, and objective assessment of an LMM’s strategic reasoning in a dynamic setting.

By Yushuo Zheng, Tongrui Ye, Zicheng Zhang, Xiongkuo Min, Huiyu Duan, Guangtao Zhai
arXiv AI
Oct 7

SWE-Game: Can Coding Agents Build the Games We Want?

SWE-Game is a benchmark comprising 247 tasks based on 41 Godot games across 13 gameplay categories, testing coding agents on tasks such as brief-to-game, design-document implementation, skeleton completion, fault repair, and Godot-to-Unity porting. Evaluation uses engine-state checks, replay of certified reference inputs, and agent-authored demonstrations to judge mechanic correctness, playability, and post-repair behavior, supplemented by vision‑language rubrics for presentation. Across six models, Opus5 leads but overall scores stay below 60/100, highlighting common issues like omitted requirements and gameplay logic errors.

By Xiaoyu Chen, Lai Wei, Jin Wang, Xiangyu Zou, Ruochen Fan, Enze Luo, Mingzhe Yao, Jiahui Zhu, Yuhua Wen, Linghe Kong, Weiran Huang
arXiv AI
Oct 27

A Unified Arena for LLM Agents across Diverse Eurogame

The paper introduces DECE, a unified arena that spans ten Eurogames with shared interfaces and evaluation protocols to assess large language model agents in competitive settings. It evaluates 12 model-harness configurations across 480 three-player matches, revealing consistent cross-game ranking agreement but also game-specific strengths and variations due to execution harnesses. The study highlights that competitive performance does not always align with token or cost efficiency, underscoring the importance of considering resource usage when comparing agent configurations.

By Fengrui Zhang, Xiang Li, Ruomeng Ding, Jiayi Yuan, Yuchen Huang, Zhaoyang Han, Xiaoliang Wang, Daoyuan Chen, Yaliang Li
arXiv AI
Oct 7

Real-Time Generation of Game Video Commentary with Multimodal LLMs: Pause-Aware Decoding Approaches

arXiv:2603.02655v2 Announce Type: replace-cross Abstract: Real-time video commentary generation provides textual descriptions of ongoing events in videos. It supports accessibility and engagement in...

By Anum Afzal, Yuki Saito, Hiroya Takamura, Katsuhito Sudoh, Shinnosuke Takamichi, Graham Neubig, Florian Matthes, Tatsuya Ishigaki
arXiv AI
Aug 6

Hallucinations on the Board: Tool-Augmented Evaluation of LLM Chess Commentary

arXiv:2608. 04240v1 Announce Type: cross Abstract: Superhuman game engines in domains like chess have made expert-level evaluations easily accessible, yet they communicate what is true without the natural-language explanations that make such expertise educationally useful to experts and non-experts alike.

By S. Ashwin Hebbar, Peiyao Sheng, Sewoong Oh, Pramod Viswanath