ComboBench: Can LLMs Manipulate Physical Devices to Play Virtual Reality Games?

Fuente: arXiv
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Main Authors: Li, Shuqing, Yan, Jiayi, Niu, Chenyu, Huang, Jen-tse, Peng, Yun, Wang, Wenxuan, Liu, Yepang, Lyu, Michael R.
Format: Preprint
Published: 2025
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author Li, Shuqing
Yan, Jiayi
Niu, Chenyu
Huang, Jen-tse
Peng, Yun
Wang, Wenxuan
Liu, Yepang
Lyu, Michael R.
author_facet Li, Shuqing
Yan, Jiayi
Niu, Chenyu
Huang, Jen-tse
Peng, Yun
Wang, Wenxuan
Liu, Yepang
Lyu, Michael R.
contents Virtual Reality (VR) games require players to translate high-level semantic actions into precise device manipulations using controllers and head-mounted displays (HMDs). While humans intuitively perform this translation based on common sense and embodied understanding, whether Large Language Models (LLMs) can effectively replicate this ability remains underexplored. This paper introduces a benchmark, ComboBench, evaluating LLMs' capability to translate semantic actions into VR device manipulation sequences across 262 scenarios from four popular VR games: Half-Life: Alyx, Into the Radius, Moss: Book II, and Vivecraft. We evaluate seven LLMs, including GPT-3.5, GPT-4, GPT-4o, Gemini-1.5-Pro, LLaMA-3-8B, Mixtral-8x7B, and GLM-4-Flash, compared against annotated ground truth and human performance. Our results reveal that while top-performing models like Gemini-1.5-Pro demonstrate strong task decomposition capabilities, they still struggle with procedural reasoning and spatial understanding compared to humans. Performance varies significantly across games, suggesting sensitivity to interaction complexity. Few-shot examples substantially improve performance, indicating potential for targeted enhancement of LLMs' VR manipulation capabilities. We release all materials at https://sites.google.com/view/combobench.
format Preprint
id arxiv_https___arxiv_org_abs_2510_24706
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle ComboBench: Can LLMs Manipulate Physical Devices to Play Virtual Reality Games?
Li, Shuqing
Yan, Jiayi
Niu, Chenyu
Huang, Jen-tse
Peng, Yun
Wang, Wenxuan
Liu, Yepang
Lyu, Michael R.
Computation and Language
Artificial Intelligence
Human-Computer Interaction
Software Engineering
Virtual Reality (VR) games require players to translate high-level semantic actions into precise device manipulations using controllers and head-mounted displays (HMDs). While humans intuitively perform this translation based on common sense and embodied understanding, whether Large Language Models (LLMs) can effectively replicate this ability remains underexplored. This paper introduces a benchmark, ComboBench, evaluating LLMs' capability to translate semantic actions into VR device manipulation sequences across 262 scenarios from four popular VR games: Half-Life: Alyx, Into the Radius, Moss: Book II, and Vivecraft. We evaluate seven LLMs, including GPT-3.5, GPT-4, GPT-4o, Gemini-1.5-Pro, LLaMA-3-8B, Mixtral-8x7B, and GLM-4-Flash, compared against annotated ground truth and human performance. Our results reveal that while top-performing models like Gemini-1.5-Pro demonstrate strong task decomposition capabilities, they still struggle with procedural reasoning and spatial understanding compared to humans. Performance varies significantly across games, suggesting sensitivity to interaction complexity. Few-shot examples substantially improve performance, indicating potential for targeted enhancement of LLMs' VR manipulation capabilities. We release all materials at https://sites.google.com/view/combobench.
title ComboBench: Can LLMs Manipulate Physical Devices to Play Virtual Reality Games?
topic Computation and Language
Artificial Intelligence
Human-Computer Interaction
Software Engineering
url https://arxiv.org/abs/2510.24706