V-MAGE: A Game Evaluation Framework for Assessing Vision-Centric Capabilities in Multimodal Large Language Models

Fuente: arXiv
Guardado en:
Detalles Bibliográficos
Autores principales: Zheng, Xiangxi, Li, Linjie, Yang, Zhengyuan, Yu, Ping, Wang, Alex Jinpeng, Yan, Rui, Yao, Yuan, Wang, Lijuan
Formato: Preprint
Publicado: 2025
Materias:
Acceso en línea:
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
_version_ 1866910161084350464
author Zheng, Xiangxi
Li, Linjie
Yang, Zhengyuan
Yu, Ping
Wang, Alex Jinpeng
Yan, Rui
Yao, Yuan
Wang, Lijuan
author_facet Zheng, Xiangxi
Li, Linjie
Yang, Zhengyuan
Yu, Ping
Wang, Alex Jinpeng
Yan, Rui
Yao, Yuan
Wang, Lijuan
contents Recent advancements in Multimodal Large Language Models (MLLMs) have demonstrated impressive capabilities in visual-text processing. However, existing static image-text benchmarks are insufficient for evaluating their dynamic perception and interactive reasoning abilities. We introduce Vision-centric Multiple Abilities Game Evaluation (V-MAGE), a novel game-based evaluation framework designed to systematically assess MLLMs' visual reasoning in interactive, continuous-space environments. V-MAGE features five distinct video games comprising over 30 carefully constructed evaluation scenarios. These scenarios are set in free-form, visually complex environments that require models to interpret dynamic game states and make decisions based solely on visual input, thereby closely reflecting the conditions encountered by human players. To ensure robust and interpretable comparisons across models, V-MAGE employs a dynamic ELO-based ranking system that accounts for varying difficulty levels and task diversity. Benchmarking state-of-the-art MLLMs against human baselines reveals that while leading models approach human-level performance in simple tasks, their performance drops significantly in complex scenarios requiring advanced reasoning and task orchestration. This persistent performance gap highlights fundamental limitations in current MLLMs' ability to perform vision-grounded, interactive frame-by-frame control in simulated continuous-time environments. Through extensive analyses, we demonstrate the utility of V-MAGE in uncovering these limitations and providing actionable insights for improving the visual and reasoning capabilities of MLLMs in dynamic, interactive settings. Code is publicly available at https://github.com/CSU-JPG/V-MAGE.
format Preprint
id arxiv_https___arxiv_org_abs_2504_06148
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle V-MAGE: A Game Evaluation Framework for Assessing Vision-Centric Capabilities in Multimodal Large Language Models
Zheng, Xiangxi
Li, Linjie
Yang, Zhengyuan
Yu, Ping
Wang, Alex Jinpeng
Yan, Rui
Yao, Yuan
Wang, Lijuan
Computer Vision and Pattern Recognition
Recent advancements in Multimodal Large Language Models (MLLMs) have demonstrated impressive capabilities in visual-text processing. However, existing static image-text benchmarks are insufficient for evaluating their dynamic perception and interactive reasoning abilities. We introduce Vision-centric Multiple Abilities Game Evaluation (V-MAGE), a novel game-based evaluation framework designed to systematically assess MLLMs' visual reasoning in interactive, continuous-space environments. V-MAGE features five distinct video games comprising over 30 carefully constructed evaluation scenarios. These scenarios are set in free-form, visually complex environments that require models to interpret dynamic game states and make decisions based solely on visual input, thereby closely reflecting the conditions encountered by human players. To ensure robust and interpretable comparisons across models, V-MAGE employs a dynamic ELO-based ranking system that accounts for varying difficulty levels and task diversity. Benchmarking state-of-the-art MLLMs against human baselines reveals that while leading models approach human-level performance in simple tasks, their performance drops significantly in complex scenarios requiring advanced reasoning and task orchestration. This persistent performance gap highlights fundamental limitations in current MLLMs' ability to perform vision-grounded, interactive frame-by-frame control in simulated continuous-time environments. Through extensive analyses, we demonstrate the utility of V-MAGE in uncovering these limitations and providing actionable insights for improving the visual and reasoning capabilities of MLLMs in dynamic, interactive settings. Code is publicly available at https://github.com/CSU-JPG/V-MAGE.
title V-MAGE: A Game Evaluation Framework for Assessing Vision-Centric Capabilities in Multimodal Large Language Models
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2504.06148