VideoGameBunny: Towards vision assistants for video games
On the map: Multimodal LLMs / vision-language models → Embodied and 3D vision-language models
Abstract (arXiv)
Large multimodal models (LMMs) hold substantial promise across various domains, from personal assistance in daily tasks to sophisticated applications like medical diagnostics. However, their capabilities have limitations in the video game domain, such as challenges with scene understanding, hallucinations, and inaccurate descriptions of video game content, especially in open-source models. This paper describes the development of VideoGameBunny, a LLaVA-style model based on Bunny, specifically tailored for understanding images from video games. We release intermediate checkpoints, training logs, and an extensive dataset comprising 185,259 video game images from 413 titles, along with 389,565 image-instruction pairs that include image captions, question-answer pairs, and a JSON representation of 16 elements of 136,974 images. Our experiments show that our high quality game-related data has the potential to make a relatively small model outperform the much larger state-of-the-art model LLaVa-1.6-34b (which has more than 4x the number of parameters). Our study paves the way for future research in video game understanding on tasks such as playing, commentary, and debugging. Code and data are available at https://videogamebunny.github.io/
Key facts. Cited by 11 papers in the map (data through 14 Oct 2026). Placed in Embodied and 3D vision-language models, one of 16 directions in Multimodal LLMs / vision-language models. Builds on 45 of its 62 references that are in the map. First posted on arXiv 21 Jul 2024.
Builds on
45 of 62 references.
Closest ancestors · 1
Same direction, newest first
Other references · 44
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32 more
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Built on by
Citing papers per year: 2024: 1; 2025: 3; 2026: 7.
11 papers.
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- 2026How Far Can VLMs Go for Visual Bug Detection? Studying 19,738 Keyframes from 41 Hours of Gameplay Videoscited by 1
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- 2026WorldAuditBench: Interactive 3D World Auditing with Multimodal Agents30 Sep 2026
- 2026Bricker to BRACE: A Bracket Exposure RAW Dataset and Restoration Model for Flicker-Banding29 Jun 2026
- 2026TempGlitch: Evaluating Vision-Language Models for Temporal Glitch Detection in Gameplay Videos20 May 2026
- 2026RefGlitch-Bench: A Benchmark for Reference-based Gameplay Glitch Detection with Vision-Language Models13 Apr 2026
- 2026How Far Can VLMs Go for Visual Bug Detection? Studying 19,738 Keyframes from 41 Hours of Gameplay Videos24 Mar 2026
- 2026Combined Flicker-banding and Moire Removal for Screen-Captured Images2 Feb 2026
- 2026Order from Chaos: Physical World Understanding from Glitchy Gameplay Videos23 Jan 2026
- 2025QSVD: Efficient Low-rank Approximation for Unified Query-Key-Value Weight Compression in Low-Precision Vision-Language Models18 Oct 2025
- 2025Grasp-HGN: Grasping the Unexpected11 Aug 2025
- 2025Mavors: Multi-granularity Video Representation for Multimodal Large Language Model14 Apr 2025
- 2024PhysGame: Uncovering Physical Commonsense Violations in Gameplay Videos2 Dec 2024
Similar, not cited
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