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:2609.22308v1 Announce Type: new
Abstract: Coding-agent benchmarks usually evaluate implementation after the target behavior has been specified in text, code, or demonstrations. Existing researc...
By Boyu Qiao, Zixin Tang, Xiaoshuai Hao, Wenbo Li
arXiv:2607. 05465v1 Announce Type: cross Abstract: Complex image creation and editing often require more than a single generation or editing model.
By Hairui Zhu, Yiying Yang, Tengjin Weng, Ziyu Lu, Xiao Yao, Xiaoyang Ye, Lin Ma, Wenhao Jiang
PlaySuite is a large-scale benchmark that evaluates interactive visual intelligence by using over 5,000 open-source video games from platforms like PyWeek and itch.io. The benchmark covers diverse game engines (Pygame, HTML5, Godot, Unity) and introduces a unified closed-loop interaction framework and a Video-LLM-as-a-judge protocol to standardize progress measurement. Evaluation of fourteen recent models shows a perception-action gap, with strong reasoning but poor sustained progress, spatial grounding, action execution, and self-correction.
By Dheeraj Varghese, Anna Vettoruzzo, Walter Simoncini, Michelle Lorena Acevedo Callejas, Mohammad Mahdi Derakhshani, Kristof Meding, Joaquin Vanschoren, Cees G. M. Snoek
arXiv:2609.36593v1 Announce Type: cross
Abstract: Creating diverse physical simulations remains labor-intensive because assets, layout, physical parameters, motion, control, and rendering must be des...
By Xiaoyu Xiong, Tsun-Hsuan Wang, Yi-Ling Qiao, Tao Du, Minchen Li
The paper investigates general‑purpose coding agents that generate images by writing and executing programs, contrasting them with conventional generative models. On the AgentDrawBench benchmark, these agents excel at preserving structure and meeting precise visual constraints, achieving competitive performance in tasks where compositional accuracy outweighs photorealism, though they fall short in perceptual richness. The study further shows that the agents’ visual code can serve as an external language of thought, retaining substantial information for visual question answering and suggesting an internal, compositionally structured representation that guides visual operations across different drawing interfaces.
By Hengguang Zhou, Yuanhao Ban, Jiaqi Feng, Xiaohuan Pei, Justin Cui, Cho-Jui Hsieh
VideoWeaver is an agent harness and benchmark for long‑video generation that evaluates and evolves reusable skills. It allows an agent to dynamically compose foundation skills into a workflow based on a single high‑level instruction, rather than following a static pipeline. The benchmark includes 16 task categories and 285 cases with multimodal references, and an evidence‑grounded agent‑as‑judge inspects execution traces and final videos to guide skill evolution, improving both process and output quality.
By Jianhui Wei, Yan Zhang, Jie Tan, Hengchuan Zhu, Xiaotian Zhang, Ziyi Chen, Daoan Zhang, Wei Xu, Yeying Jin, Zuozhu Liu
MatToolBench is a new benchmark that evaluates multimodal GUI agents on professional materials science software. It contains 204 tasks across 10 tools in three modalities—GUI operation, OriginPro scripting, and code-based database queries—executed inside a Windows 11 VM. The benchmark offers fine-grained, expert-decomposed scoring and a high-performing multimodal judge for aesthetic assessment, revealing that strong general benchmark performance does not transfer to scientific workflows.
By Mei Wu, Rui Xie, Runyu Zhang, Yuqiang Li, Tianfan Fu, Bo Chen, Kai Yu, Xin Chen, Lu Chen
arXiv:2606. 14397v1 Announce Type: new Abstract: As agentic systems continue to evolve and are widely deployed in real-world scenarios, there is a growing demand to faithfully evaluate their capabilities.
By Mykola Vysotskyi, Runqi Lin, Grzegorz Biziel, Michal Zakrzewski, Sebastian Montagna, Damian Rynczak, Shreyansh Padarha, Kumail Alhamoud, Zihao Fu, William Lugoloobi, Kai Rawal, Hanna Yershova, Xander Davies, Taras Rumezhak, Guohao Li, Fazl Barez, Baoyuan Wu, Arkadiusz Drohomirecki, Yarin Gal, Chris Russell, Christopher Summerfield, Adam Mahdi, Volodymyr Karpiv, Philip Torr, Adel Bibi
arXiv:2606.14397v4 Announce Type: replace
Abstract: As agentic systems continue to evolve and are widely deployed in real-world scenarios, there is a growing demand to faithfully evaluate their capab...
By Mykola Vysotskyi, Runqi Lin, Grzegorz Biziel, Michal Zakrzewski, Sebastian Montagna, Damian Rynczak, Shreyansh Padarha, Kumail Alhamoud, Zihao Fu, William Lugoloobi, Kai Rawal, Hanna Yershova, Taras Rumezhak, Guohao Li, Fazl Barez, Baoyuan Wu, Arkadiusz Drohomirecki, Yarin Gal, Chris Russell, Christopher Summerfield, Adam Mahdi, Volodymyr Karpiv, Philip Torr, Adel Bibi
arXiv:2608.21833v1 Announce Type: new
Abstract: Recent large language models (LLMs) can operate as coding agents that build complete games from natural language requests. Game development is especial...
By Kun Chen, Haorong Hong, Peizhong Gao, Jianfeng Lin, Tongxu Luo, Yuxuan Xie, Chenxu Liu, Jieling He, Zhongyuan Liu, Zeno Zeng
SpeedrunBench is a new benchmark that tests large language model agents on their ability to develop and refine strategies for completing nine different video games as quickly as possible. The benchmark requires agents to repeatedly improve, reflect, and reason over long action horizons to beat both themselves and other players. Experiments show that while agents can approach human records on simple platformers, they lag behind humans on longer, more complex games within realistic resource limits.
By Yoshinari Fujinuma, Keisuke Kamahori, Ryuto Koike, Abdelrahman Madkour, Varun Prashant Gangal, Monty Bichouna, Martyna Markiewicz, Shivani Jain, Duncan Curtis, Rebecca Qian, Anand Kannappan