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Main Authors: Triebel, Maximilian, Menner, Marco, Helfenstein, Dominik
Format: Preprint
Published: 2026
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Online Access:https://arxiv.org/abs/2605.11223
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author Triebel, Maximilian
Menner, Marco
Helfenstein, Dominik
author_facet Triebel, Maximilian
Menner, Marco
Helfenstein, Dominik
contents Vision-Language(-Action) Models (VLMs) are increasingly applied to interactive environments, yet existing benchmarks often overlook the complex physical reasoning required for point-and-click puzzle games. This paper introduces Vision-Language Against The Incredible Machine (VLATIM), a benchmark designed to evaluate human-like logical problem-solving capabilities within the classic physics puzzle game The Incredible Machine 2 (TIM). Unlike existing benchmarks, VLATIM specifically targets the critical gap between high-level logical reasoning and continuous action spaces requiring precise mouse interactions. This benchmark is structured into five progressive parts, assessing capabilities that range from basic visual grounding and domain understanding to multi-step manipulation and full puzzle solving. Our results reveal a significant disparity between reasoning and execution. While large proprietary models demonstrate superior planning abilities, they struggle with precise visual grounding. Consequently, they do not yet show human-like problem-solving capabilities.
format Preprint
id arxiv_https___arxiv_org_abs_2605_11223
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Do Vision-Language-Models show human-like logical problem-solving capability in point and click puzzle games?
Triebel, Maximilian
Menner, Marco
Helfenstein, Dominik
Artificial Intelligence
Vision-Language(-Action) Models (VLMs) are increasingly applied to interactive environments, yet existing benchmarks often overlook the complex physical reasoning required for point-and-click puzzle games. This paper introduces Vision-Language Against The Incredible Machine (VLATIM), a benchmark designed to evaluate human-like logical problem-solving capabilities within the classic physics puzzle game The Incredible Machine 2 (TIM). Unlike existing benchmarks, VLATIM specifically targets the critical gap between high-level logical reasoning and continuous action spaces requiring precise mouse interactions. This benchmark is structured into five progressive parts, assessing capabilities that range from basic visual grounding and domain understanding to multi-step manipulation and full puzzle solving. Our results reveal a significant disparity between reasoning and execution. While large proprietary models demonstrate superior planning abilities, they struggle with precise visual grounding. Consequently, they do not yet show human-like problem-solving capabilities.
title Do Vision-Language-Models show human-like logical problem-solving capability in point and click puzzle games?
topic Artificial Intelligence
url https://arxiv.org/abs/2605.11223