# Dialogue Games for Benchmarking Language Understanding: Motivation, Taxonomy, Strategy

arXiv: https://arxiv.org/abs/2304.07007 · HTML: https://mlsanity.com/paper/2304.07007/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 67 references that are in the map.
- First posted on arXiv 14 Apr 2023.

## Builds on (most cited first, 26 of 26)

- [GLUE: A Multi-Task Benchmark and Analysis Platform for Natural Language Understanding](https://mlsanity.com/paper/1804.07461/) (2018)
- [On the Opportunities and Risks of Foundation Models](https://mlsanity.com/paper/2108.07258/) (2021)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [BoolQ: Exploring the Surprising Difficulty of Natural Yes/No Questions](https://mlsanity.com/paper/1905.10044/) (2019)
- [Beyond the Imitation Game: Quantifying and extrapolating the capabilities of language models](https://mlsanity.com/paper/2206.04615/) (2022)
- [SuperGLUE: A Stickier Benchmark for General-Purpose Language Understanding Systems](https://mlsanity.com/paper/1905.00537/) (2019)
- [Unmasking Clever Hans Predictors and Assessing What Machines Really Learn](https://mlsanity.com/paper/1902.10178/) (2019)
- [How NOT To Evaluate Your Dialogue System: An Empirical Study of Unsupervised Evaluation Metrics for Dialogue Response Generation](https://mlsanity.com/paper/1603.08023/) (2016)
- [AI and the Everything in the Whole Wide World Benchmark](https://mlsanity.com/paper/2111.15366/) (2021)
- [A Survey of Embodied AI: From Simulators to Research Tasks](https://mlsanity.com/paper/2103.04918/) (2021)
- [Experience Grounds Language](https://mlsanity.com/paper/2004.10151/) (2020)
- [TEACh: Task-driven Embodied Agents that Chat](https://mlsanity.com/paper/2110.00534/) (2021)
- [Multi-Agent Cooperation and the Emergence of (Natural) Language](https://mlsanity.com/paper/1612.07182/) (2016)
- [Language Models as Agent Models](https://mlsanity.com/paper/2212.01681/) (2022)
- [Vision-and-Language Navigation: A Survey of Tasks, Methods, and Future Directions](https://mlsanity.com/paper/2203.12667/) (2022)
- [Learning Cooperative Visual Dialog Agents with Deep Reinforcement Learning](https://mlsanity.com/paper/1703.06585/) (2017)
- [MindCraft: Theory of Mind Modeling for Situated Dialogue in Collaborative Tasks](https://mlsanity.com/paper/2109.06275/) (2021)
- [Targeting the Benchmark: On Methodology in Current Natural Language Processing Research](https://mlsanity.com/paper/2007.04792/) (2020)
- [Abstract Visual Reasoning with Tangram Shapes](https://mlsanity.com/paper/2211.16492/) (2022)
- [MeetUp! A Corpus of Joint Activity Dialogues in a Visual Environment](https://mlsanity.com/paper/1907.05084/) (2019)
- [Multimodal Conversational AI: A Survey of Datasets and Approaches](https://mlsanity.com/paper/2205.06907/) (2022)
- [Grounded Agreement Games: Emphasizing Conversational Grounding in Visual Dialogue Settings](https://mlsanity.com/paper/1908.11279/) (2019)
- [What A Situated Language-Using Agent Must be Able to Do: A Top-Down Analysis](https://mlsanity.com/paper/2302.08590/) (2023)
- [The slurk Interaction Server Framework: Better Data for Better Dialog Models](https://mlsanity.com/paper/2202.01155/) (2022)
- [Language Tasks and Language Games: On Methodology in Current Natural Language Processing Research](https://mlsanity.com/paper/1908.10747/) (2019)
- [Can Visual Dialogue Models Do Scorekeeping? Exploring How Dialogue Representations Incrementally Encode Shared Knowledge](https://mlsanity.com/paper/2204.06970/) (2022)

## Built on by (most cited first, 12 of 12)

- [RoCo: Dialectic Multi-Robot Collaboration with Large Language Models](https://mlsanity.com/paper/2307.04738/) (2023)
- [Clembench: Using Game Play to Evaluate Chat-Optimized Language Models as Conversational Agents](https://mlsanity.com/paper/2305.13455/) (2023)
- [Why Solving Multi-agent Path Finding with Large Language Model has not Succeeded Yet](https://mlsanity.com/paper/2401.03630/) (2024)
- [Multi-agent KTO: Reinforcing Strategic Interactions of Large Language Model in Language Game](https://mlsanity.com/paper/2501.14225/) (2025)
- [clembench-2024: A Challenging, Dynamic, Complementary, Multilingual Benchmark and Underlying Flexible Framework for LLMs as Multi-Action Agents](https://mlsanity.com/paper/2405.20859/) (2024)
- [Using Game Play to Investigate Multimodal and Conversational Grounding in Large Multimodal Models](https://mlsanity.com/paper/2406.14035/) (2024)
- [A Third Paradigm for LLM Evaluation: Dialogue Game-Based Evaluation using clembench](https://mlsanity.com/paper/2507.08491/) (2025)
- [Playpen: An Environment for Exploring Learning Through Conversational Interaction](https://mlsanity.com/paper/2504.08590/) (2025)
- [MDC-R: The Minecraft Dialogue Corpus with Reference](https://mlsanity.com/paper/2506.22062/) (2025)
- [On General Language Understanding](https://mlsanity.com/paper/2310.18038/) (2023)
- [LLMs as Function Approximators: Terminology, Taxonomy, and Questions for Evaluation](https://mlsanity.com/paper/2407.13744/) (2024)
- [Investigating Knowledge Transfer Across Interactive Dialogue Games](https://mlsanity.com/paper/2608.23969/) (2026)

## Abstract (arXiv)

How does one measure "ability to understand language"? If it is a person's ability that is being measured, this is a question that almost never poses itself in an unqualified manner: Whatever formal test is applied, it takes place on the background of the person's language use in daily social practice, and what is measured is a specialised variety of language understanding (e.g., of a second language; or of written, technical language). Computer programs do not have this background. What does that mean for the applicability of formal tests of language understanding? I argue that such tests need to be complemented with tests of language use embedded in a practice, to arrive at a more comprehensive evaluation of "artificial language understanding". To do such tests systematically, I propose to use "Dialogue Games" -- constructed activities that provide a situational embedding for language use. I describe a taxonomy of Dialogue Game types, linked to a model of underlying capabilites that are tested, and thereby giving an argument for the construct validity of the test. I close with showing how the internal structure of the taxonomy suggests an ordering from more specialised to more general situational language understanding, which potentially can provide some strategic guidance for development in this field.
