VideoGameBench: Can Vision-Language Models complete popular video games?
On the map: Multimodal LLMs / vision-language models → Embodied and 3D vision-language models
Abstract (arXiv)
Vision-language models (VLMs) have achieved strong results on coding and math benchmarks that are challenging for humans, yet their ability to perform tasks that come naturally to humans--such as perception, spatial navigation, and memory management--remains understudied. Real video games are crafted to be intuitive for humans to learn and master by leveraging innate inductive biases, making them an ideal testbed for evaluating such capabilities in VLMs. To this end, we introduce VideoGameBench, a benchmark consisting of 10 popular video games from the 1990s that VLMs directly interact with in real-time. VideoGameBench challenges models to complete entire games with access to only raw visual inputs and a high-level description of objectives and controls, a significant departure from existing setups that rely on game-specific scaffolding and auxiliary information. We keep three of the games secret to encourage solutions that generalize to unseen environments. Our experiments show that frontier vision-language models struggle to progress beyond the beginning of each game. We find inference latency to be a major limitation of frontier models in the real-time setting; therefore, we introduce VideoGameBench Lite, a setting where the game pauses while waiting for the LM's next action. The best performing models, Gemini 2.5 Pro and Claude 3.7 Sonnet, complete only 0.48% of VideoGameBench and 1.6% of VideoGameBench Lite. We hope that the formalization of the human skills mentioned above into this benchmark motivates progress in these research directions.
Key facts. Cited by 36 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 30 of its 59 references that are in the map. First posted on arXiv 23 May 2025.
Builds on
30 of 59 references.
References · 30
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- 2018Investigating Human Priors for Playing Video Gamescited by 39
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- 2024GameArena: Evaluating LLM Reasoning through Live Computer Gamescited by 32
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- 2022Multi-Stage Episodic Control for Strategic Exploration in Text Gamescited by 22
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- 2024GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Mapscited by 8
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Citing papers per year: 2025: 8; 2026: 28.
36 papers.
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- 2026Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learningcited by 3
- 2026HumanCLAW: Can Vision-Language Models Act Through a Body?cited by 2
- 2026UrbanGround: From Local Perception to Spatial Agency in a Real-Scale Citycited by 1
- 2026UrbanGround: From Local Perception to Spatial Agency in a Real-Scale City27 Aug 2026
- 2026HumanCLAW: Can Vision-Language Models Act Through a Body?29 Jul 2026
- 2026Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning1 May 2026
- 2026GameVerse: Can Vision-Language Models Learn from Video-based Reflection?1 Mar 2026
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- 2025Vision-Zero: Scalable VLM Self-Improvement via Strategic Gamified Self-Play29 Sep 2025
- 2025Thinking with Images for Multimodal Reasoning: Foundations, Methods, and Future Frontierscited by 199
- 2026Scaling Behavior Cloning Improves Causal Reasoning: An Open Model for Real-Time Video Game Playingcited by 11
- 2026Game2Real-Bench: Do Toy Games Reveal and Transfer to Real-World Visual Reasoning?cited by 0
- 2026Game2Real-Bench: Do Toy Games Reveal and Transfer to Real-World Visual Reasoning?13 Oct 2026
- 2026Scaling Behavior Cloning Improves Causal Reasoning: An Open Model for Real-Time Video Game Playing8 Jan 2026
- 2025Thinking with Images for Multimodal Reasoning: Foundations, Methods, and Future Frontiers30 Jun 2025
- 2026AI for Games in the Foundation Model Eracited by 3
- 2025IPR-1: Interactive Physical Reasonercited by 2
- 2026AI for Games in the Foundation Model Era15 Sep 2026
- 2025IPR-1: Interactive Physical Reasoner19 Nov 2025
- 2025REASONING GYM: Reasoning Environments for Reinforcement Learning with Verifiable Rewardscited by 130
- 2026AI Gamestore: Scalable, Open-Ended Evaluation of Machine General Intelligence with Human Gamescited by 12
- 2025Pixels to Play: A Foundation Model for 3D Gameplaycited by 3
- 2026Do Vision-Language-Models show human-like logical problem-solving capability in point and click puzzle games?cited by 1
- 2026SocialReasonBench: A Video-QA Benchmark for Social Reasoning with Counterfactual Narrative Videoscited by 0
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- 2026GameBoyWorlds: A Testbed for Self-Improvement in Embodied Video Gamescited by 0
- 2026Separating Decision Time from Decision Quality in the Real-Time Gap of Distilled Deciders: Evidence from a Game and a Conveyor Simulatorcited by 0
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- 2026PlaySuite: A Large-Scale Benchmark for Interactive Visual Intelligence5 Oct 2026
- 2026Separating Decision Time from Decision Quality in the Real-Time Gap of Distilled Deciders: Evidence from a Game and a Conveyor Simulator3 Oct 2026
- 2026GameBoyWorlds: A Testbed for Self-Improvement in Embodied Video Games25 Sep 2026
- 2026GameHorizon Suite: Multi-Horizon Data and Evaluation in Gameplay21 Sep 2026
- 2026GameReplica: A Benchmark for Black-Box Visual Game Replication by Vision-Language Agents15 Sep 2026
- 2026SocialReasonBench: A Video-QA Benchmark for Social Reasoning with Counterfactual Narrative Videos31 Aug 2026
- 2026Do Vision-Language-Models show human-like logical problem-solving capability in point and click puzzle games?11 May 2026
- 2026AI Gamestore: Scalable, Open-Ended Evaluation of Machine General Intelligence with Human Games19 Feb 2026
- 2025Pixels to Play: A Foundation Model for 3D Gameplay19 Aug 2025
- 2025REASONING GYM: Reasoning Environments for Reinforcement Learning with Verifiable Rewards30 May 2025
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