# VLMs for Videogame Data Annotation

arXiv: https://arxiv.org/abs/2608.05949 · HTML: https://mlsanity.com/paper/2608.05949/

## Key facts

- No citing papers in the map yet (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 10 of its 15 references that are in the map.
- First posted on arXiv 6 Aug 2026.

## Placed in

- Multimodal LLMs / vision-language models / [Embodied and 3D vision-language models](https://mlsanity.com/mllm/embodied-and-3d-vision-language-models/)

## Builds on (most cited first, 10 of 10)

- [Voyager: An Open-Ended Embodied Agent with Large Language Models](https://mlsanity.com/paper/2305.16291/) (2023)
- [A Generalist Agent](https://mlsanity.com/paper/2205.06175/) (2022)
- [Eureka: Human-Level Reward Design via Coding Large Language Models](https://mlsanity.com/paper/2310.12931/) (2023)
- [Snorkel: Rapid Training Data Creation with Weak Supervision](https://mlsanity.com/paper/1711.10160/) (2017)
- [Optimizing Instructions and Demonstrations for Multi-Stage Language Model Programs](https://mlsanity.com/paper/2406.11695/) (2024)
- [Qwen3.5-Omni Technical Report](https://mlsanity.com/paper/2604.15804/) (2026)
- [Motif: Intrinsic Motivation from Artificial Intelligence Feedback](https://mlsanity.com/paper/2310.00166/) (2023)
- [MEGAnno+: A Human-LLM Collaborative Annotation System](https://mlsanity.com/paper/2402.18050/) (2024)
- [SIMA 2: A Generalist Embodied Agent for Virtual Worlds](https://mlsanity.com/paper/2512.04797/) (2025)
- [Learning to Move Like Professional Counter-Strike Players](https://mlsanity.com/paper/2408.13934/) (2024)

## Abstract (arXiv)

Vision Language Models (VLMs) and Artificial Intelligence (AI) agents have revolutionized how engineers approach complex problems in real-world applications. Their adoption in video games is on the other hand limited by the extreme variability of the synthetic scenarios and their poor compliance with real-world physics. Here we investigate the use of VLMs for annotating video game frame sequences with reward signals, a task with several potential applications including, among others, conditioned training and offline reinforcement learning. We show that VLMs often struggle to answer basic questions on racing video games (although we observed a similar behavior on other game genres) and discuss countermeasures such as VLM output mixing and prompt optimization. We also show how input sequence length, resolution, and question batching affect the annotation quality and its token consumption.
