arXiv AI

Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA

arXiv:2607. 25921v1 Announce Type: cross Abstract: In this work, we study the use of Vision-Language Models (VLMs) for anomaly detection in an agent-driven game Quality Assurance (QA) pipeline focusing on geometry clipping.

Hugging Face Trending Papers
Jul 28

Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA

In this work, we study the use of Vision-Language Models (VLMs) for anomaly detection in an agent-driven game Quality Assurance (QA) pipeline focusing on geometry clipping. In this evaluation, a custom exploration agent navigates a game level to collect visual observations, while the automatic annotation pipeline provides frame-level clipping labels.

arXiv Computer Vision
Sep 16

RefGlitch-Bench: A Benchmark for Reference-based Gameplay Glitch Detection with Vision-Language Models

arXiv:2604.11082v2 Announce Type: replace Abstract: Visual glitches in video games degrade player experience and perceived quality, yet manual quality assurance cannot keep pace with the growing test...

By Yakun Yu, Ashley Wiens, Adri\'an Barahona-R\'ios, Benedict Wilkins, Saman Zadtootaghaj, Nabajeet Barman, Cor-Paul Bezemer
arXiv AI
3d ago

TED:Text-Axis Evidence Decomposition for Prompted Anomaly Localization

The paper introduces TED (Text-Axis Evidence Decomposition), a post‑hoc scoring method that improves anomaly localization in CLIP‑based detectors without altering the backbone or prompts. TED evaluates whether ambiguous responses are better supported by defect patches or normal patches, thereby distinguishing true defects from visually complex normal regions. Experiments show that TED significantly enhances pixel‑level localization across frozen VLM backbones and adapted hosts, especially under hard‑false‑positive competition.

By JinYoung Kim, Geonho Kim, GiJeong Park, Geonu Lee, YoungJoon Yoo
arXiv AI
Sep 10

Parser-Free VLM Verification for Federated Weakly Supervised Video Anomaly Detection

The paper proposes a lightweight federated multiple‑instance learning (MIL) framework that trains only a compact MIL scorer across distributed clients while using a frozen vision‑language model (VLM) to verify high‑scoring video segments post‑hoc. Two VLM feedback interfaces are explored: a parsed text‑generation interface and a logit‑based interface that derives a continuous anomaly score from next‑token Yes/No probabilities. Experiments on UCF‑Crime with InternVL3.5‑2B and Qwen3‑VL‑2B‑Instruct show that the logit interface consistently improves frame‑level AUC and AP over the MIL baseline without requiring temporal post‑processing, whereas the text‑generation interface is more sensitive to prompts, parsers, and model choice.

By S\'ebastien Thuau, Amira Gran, Siba Haidar, Rachid Chelouah
arXiv Computer Vision
Aug 26

DoublesEval: Diagnosing Multi-Agent Tactical Reasoning in Vision-Language Models via Professional Doubles Badminton

The paper introduces DoublesEval, a diagnostic framework that uses professional doubles badminton to test visual‑language models’ ability to reason about dynamic multi‑agent interactions. It decomposes rallies into key moments and evaluates models across four dimensions—atomic recognition, intra‑segment composite understanding, cross‑segment causal reasoning, and high‑level tactical abstraction—highlighting specific reasoning failures. The authors also propose TacticCheck, a lightweight consistency checker that improves performance without retraining the models, yet significant gaps remain in tactical reasoning.

By Jintao Cheng, Weibin Li
Hugging Face Trending Papers
Jul 12

3D-DefectBench: A Controlled Factorial Study of Vision-Language Model Evaluation Pipelines for Fine-Grained 3D Generation Defects

Automated evaluation is essential for scaling generative 3D systems, where exhaustive human review is costly and slow. However, the reliability of an automated judge depends on the entire evaluation pipeline, not only the underlying vision-language model (VLM), but also how assets are rendered, what visual evidence is provided, how the task is specified, and how human reference labels are constructed.