arXiv AI

OmniGameArena: A Unified UE5 Benchmark for VLM Game Agents with Improvement Dynamics

arXiv:2606. 09826v1 Announce Type: cross Abstract: Vision-language model (VLM) agents are increasingly deployed in interactive game environments.

arXiv AI
Jun 9

Benchmarking Open-Ended Multi-Agent Coordination in Language Agents

arXiv:2606. 08340v1 Announce Type: new Abstract: As language models are increasingly deployed as autonomous agents, they must coordinate with others over long horizons in open-ended interactive tasks.

By Kale-ab Abebe Tessera, Andras Szecsenyi, Cameron Barker, Alexander Rutherford, Davide Paglieri, Aidan Scannell, Henry Gouk, Elliot J. Crowley, Tim Rockt\"aschel, Amos Storkey
arXiv AI
Sep 18

StarVLA-$\alpha$: Reducing Complexity in Vision-Language-Action Systems

StarVLA-α is a streamlined Vision‑Language‑Action (VLA) model that reduces architectural and pipeline complexity to facilitate systematic study of VLA design choices. By employing a strong VLM backbone and minimal design, it achieves competitive performance across multiple benchmarks (LIBERO, SimplerEnv, RoboTwin, RoboCasa) and outperforms the baseline π₀.₅ by 20% on the RoboChallenge benchmark. The authors plan to release the code to support future VLA research.

By Jinhui Ye, Ning Gao, Senqiao Yang, Jinliang Zheng, Zixuan Wang, Yuxin Chen, Pengguang Chen, Yilun Chen, Shu Liu, Jiaya Jia
arXiv AI
Sep 3

CivBench: A Long-Horizon Benchmark for Tool-Mediated Agents in Civilization VI

CivBench is an open‑source benchmark that evaluates language‑model agents in the long‑horizon, tool‑mediated game Civilization VI using the Model Context Protocol (MCP). Each episode lasts over 300 turns, generating thousands of tool calls across a 76‑tool action space, and includes a narration layer that translates visual game state into structured text. The study characterises agent behaviour across four model families, introducing Proactive Monitoring Rate (PMR) and RAG@10 as interface‑level metrics, and finds that agents often under‑monitor strategic state and fail to execute near‑term commitments despite tool access and explicit guidance.

By Austin Tudor David Andrews, Liam Wilkinson, Jamie Heagerty, Harry Coppock, Jakob Nicolaus Foerster, Rui Ponte Costa
arXiv Machine Learning
Jun 15

Running the Gauntlet: Re-evaluating the Capabilities of Agents Beyond Familiar Environments

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 Machine Learning
Sep 15

Running the Gauntlet: Challenging Agentic Tasks

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 AI
Sep 18

UnifiedPlayers: Enhance Tool-Integrated Reasoning in Agentic Reinforcement Learning

UnifiedPlayers is a cooperative framework that jointly adapts planning, execution, and evaluation for tool-integrated reinforcement learning agents. It consists of a Planning Player that generates tasks, an Execution Player that creates multi-turn trajectories with Python tool calls, and an Evaluation Player that builds executable verifiers, all coordinated by role‑specific rewards under GRPO. The approach outperforms prior baselines on mathematical and general reasoning benchmarks and yields a verifier with high adversarial detection accuracy and more discriminative reward signals.

By Wenjie Liao, Liangjie Zhao, Zehong Cao
arXiv Machine Learning
Sep 4

LLM-Guided Reinforcement Learning for Adaptive NPC Behavior in Multi-Agent Combat Games

The paper explores a runtime strategy-selection framework where a large language model (LLM) guides a pre‑trained reinforcement learning (RL) policy for non‑player characters (NPCs) in a Unity combat game without altering the underlying policy. Five NPC agents sharing a PPO policy were compared in a baseline setup and an LLM‑augmented setup, where a locally hosted Mistral 7B model assigns one of four tactical tags every five seconds based on live game state. Across 600 episodes against three scripted opponents, the LLM‑augmented agents more than doubled their win rate against a Balanced opponent, improved performance against an Evasive opponent, but struggled against an Aggressive opponent due to over‑reliance on encirclement; analysis of 2,430 strategy selections revealed limited zero‑shot differentiation with the model favoring Surround in 83.8% of cases.

By Hrithika Deepu Nair, Kayvan Karim
arXiv AI
Aug 28

Decoupling Planning and Control for Instructable Agents

The paper introduces Instruct-to-Act, a system that decouples planning and control by combining a vision‑language model (VLM) planner with a world‑model controller. The VLM generates sparse, high‑level text instructions, while the controller executes them at high frequency, trained via relabeling rollouts with synthetic instructions and joint optimization of behavior cloning, reward, and world‑model objectives. Across seven embodied environments—including multi‑agent settings—this approach outperforms controller‑only and direct VLM action methods, maintains fast control, and allows swapping pretrained VLM planners without fine‑tuning, achieving competitive results with strong baselines on most tasks.

By Zineng Tang, Kelsey R. Allen, Sjoerd van Steenkiste, Ishita Dasgupta, Alane Suhr
arXiv Computation and Language
Aug 28

MineExplorer: Evaluating Open-World Exploration of MLLM Agents in Minecraft

MineExplorer is a benchmark designed to assess the open‑world exploration abilities of multimodal large language models (MLLMs) in Minecraft. It filters out tasks that rely heavily on Minecraft‑specific knowledge, organizes tasks into ReAct‑style capabilities, and composes atomic tasks into implicit multi‑hop challenges. A multi‑agent synthesis workflow creates reliable task graphs, sandbox scenes, and rule‑based milestone evaluators, and human evaluation confirms its superiority over a single‑agent baseline. Experiments show that while advanced MLLMs can handle many single‑hop tasks, they struggle with longer trajectories that require coordinating hidden prerequisites, and larger models or different thinking modes do not consistently improve performance.

By Tianjie Ju, Yueqing Sun, Zheng Wu, Wei Zhang, Yaqi Huo, Xi Su, Qi Gu, Xunliang Cai, Gongshen Liu, Zhuosheng Zhang