Using Game Play to Investigate Multimodal and Conversational Grounding in Large Multimodal Models
On the map: Multimodal LLMs / vision-language models → Embodied and 3D vision-language models
Abstract (arXiv)
While the situation has improved for text-only models, it again seems to be the case currently that multimodal (text and image) models develop faster than ways to evaluate them. In this paper, we bring a recently developed evaluation paradigm from text models to multimodal models, namely evaluation through the goal-oriented game (self) play, complementing reference-based and preference-based evaluation. Specifically, we define games that challenge a model's capability to represent a situation from visual information and align such representations through dialogue. We find that the largest closed models perform rather well on the games that we define, while even the best open-weight models struggle with them. On further analysis, we find that the exceptional deep captioning capabilities of the largest models drive some of the performance. There is still room to grow for both kinds of models, ensuring the continued relevance of the benchmark.
Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Placed in Embodied and 3D vision-language models, one of 16 directions in Multimodal LLMs / vision-language models. Builds on 34 of its 50 references that are in the map. First posted on arXiv 20 Jun 2024.
Builds on
34 of 50 references.
Closest ancestors · 1
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Other references · 33
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21 more
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- 2023GameEval: Evaluating LLMs on Conversational Gamescited by 35
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Citing papers per year: 2025: 1; 2026: 1.
2 papers.
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