Open-Ended Video Game Glitch Detection with Agentic Reasoning and Temporal Grounding
Organizations: University of California, Davis Davis, California, USA · Virginia Polytechnic Institute and State University Blacksburg, Virginia, USA
Abstract
Open-ended video game glitch detection aims to identify glitches in gameplay videos, describe them in natural language, and localize when they occur. Unlike conventional game glitch understanding tasks which have largely been framed as image-level recognition or closed-form question answering, this task requires reasoning about game-specific dynamics such as mechanics, physics, rendering, animation, and expected state transitions directly over continuous gameplay videos and distinguishing true glitches from unusual but valid in-game events. To support this task, we introduce VideoGlitchBench, the first benchmark for open-ended video game glitch detection with temporal localization. VideoGlitchBench contains 5,238 gameplay videos from 120 games, each annotated with detailed glitch descriptions and precise temporal spans, enabling unified evaluation of semantic understanding and temporal grounding. We further propose GliDe, an agentic framework with three key components: a game-aware contextual memory for informed reasoning, a debate-based reflector for multi-perspective glitch detection and verification, and an event-level grounding module that recovers complete glitch intervals from fragmented temporal evidence. We also design a task-specific evaluation protocol that jointly measures semantic fidelity and temporal accuracy. Experiments show that this task remains highly challenging for current multimodal models, while GliDe achieves substantially stronger performance than corresponding vanilla model baselines.
Figures & tables
| Dataset | Scale | Pipeline | Annotation | Localization | Evaluation |
|---|---|---|---|---|---|
| GamePhysics ( Taesiri et al., 2022a ) | 26,954 videos | Semi-Auto | Game name/weak metadata | ✗ | Retrieval relevance |
| GameBugDescriptions ( Taesiri et al., 2022b ) | 167 videos | Manual | Event description & Bug type | ✗ | Multiple-choice accuracy |
| GlitchBench ( Taesiri et al., 2024 ) | 923 images | Manual | Short glitch description | ✗ | Description quality |
| VideoGameBunny ( Taesiri and Bezemer, 2025 ) | 185,259 images | Semi-Auto | Caption & Image-to-JSON & Question-answer pairs | ✗ | N/A (Designed for instruction-tuning) |
| GameBench ( Cao et al., 2026 ) | 880 videos | Semi-Auto | Multiple-choice questions | ✗ | Multiple-choice accuracy |
| PhysGame ( Cao et al., 2026 ) | 38,957 videos | Semi-Auto | Question-answer pairs | ✗ | N/A (Designed for instruction-tuning) |
| Statistics of VideoGlitchBench | Value |
|---|---|
| Total number of videos | 5238 |
| Game genres/subgenres | 6 / 21 |
| #Bugs in a single video (avg/max) | 1.03 / 6 |
| Video length (seconds, avg/max) | 19.11 / 60.00 |
| Bug description length (tokens, avg/max) | 35.94 / 164 |
| Model | Description Generation | Temporal Grounding | Overall | ||
|---|---|---|---|---|---|
| Precision (%) | Recall (%) | F1 (%) | mIoU | F1 IoU (%) | |
| Proprietary Models | |||||
| gemini-2.0-flash ( Google, 2024 ) | 18.36 | 25.35 | 21.29 | 0.44 | 10.55 |
| gpt-4o-mini ( Hurst et al., 2024 ) | 12.33 | 32.36 | 17.86 | 0.35 | 6.20 |
| claude-3.5-haiku ( Anthropic, 2024 ) | 21.66 | 32.54 | 26.01 | 0.47 | 12.91 |
| nova-lite-v1 ( Intelligence, 2024 ) | 6.66 | 23.77 | 10.41 | 0.28 | 2.98 |
| Variant | Precision (%) | Recall (%) | F1 (%) |
|---|---|---|---|
| GliDe | 34.55 | 45.09 | 39.12 |
| w/o Game-aware memory | 30.65 | 35.80 | 33.03 |
| w/o Debate-based verification | 28.94 | 36.21 | 32.17 |
| Backbone | GliDe | w/o Event-level grounding |
|---|---|---|
| Qwen2.5-VL-7B-Instruct | 0.53 | 0.32 |
| InternVL2.5-8B | 0.50 | 0.24 |
| UI-TARS-1.5-7B | 0.51 | 0.36 |
Appendix figures & tables6 assets
Supplementary material from the paper’s appendix.
Appendix
| Genre | Subgenre | Videos | Share (%) |
|---|---|---|---|
| Action | 3834 | 73.20 | |
| Action Adventure | 1533 | 29.27 | |
| Shooter | 1368 | 26.12 | |
| Survival | 264 | 5.04 | |
| Fighting | 260 | 4.96 | |
| Battle Royale | 163 | 3.11 |
| Tool Name | Description |
|---|---|
| vqa | Submit the full stitched window image with a text question to the VLM and return a free-form answer. |
| zoom_in | Crop a specified region from one or more raw frames, upscale the result, and chain a VQA call on the cropped output. Used when the anomaly occupies a small portion of the full image. |
| object_tracking | Track a specified object across frames using SAM3, then automatically run physics analysis on the resulting centroid sequence. Physics analysis computes per-frame velocity and acceleration, and applies four rule-based anomaly detectors: (1) position_jump : inter-frame displacement of the frame diagonal; (2) velocity_spike : inter-frame speed change px/s; (3) motion_freeze : displacement px for consecutive frames; (4) jittering : direction reversals in of consecutive frame-pair steps. |