Organizations: Shenzhen Institute for Advanced Study, University of Electronic Science and Technology of China · A*STAR · College of Computer Science and Software Engineering, Shenzhen University
While artificial intelligence has mastered structured games like chess and Go, vision-language agents still struggle in visually-driven 3D games without access to game states. Existing game environments typically evaluate a fixed agent configuration, rather than an agent's ability to improve its configuration across consecutive episodes of the same task---a paradigm known as test-time learning (TTL). Furthermore, current TTL methods typically optimize single modalities---such as text prompts or actions---in isolation, ignoring the synergy between perception, reasoning, and control. To bridge these gaps, we first introduce PokeGym, a long-horizon benchmark built upon the 3D open-world game Pokémon Legends: Z-A, where agents act from visual observations without access to game states, designed to evaluate an agent's ability to learn and adapt across consecutive episodes of the task. To tackle this challenging environment, we propose Graph-Guided Evolutionary Multimodal Agent Configuration (G-EvoMAC), a graph-guided framework that jointly optimizes visual perception, strategy, and action set synergistically. Extensive experiments show that G-EvoMAC achieves a 60.18% average success rate on PokeGym, outperforming the strongest baseline by over 11 percentage points, validating the power of cross-modal co-evolution.
Figures & tables
Figure 1: Overview of PokeGym and G-EvoMAC. Top: PokeGym is a 3D vision-only benchmark for evaluating test-time learning through iterative multimodal evolution. Bottom: G-EvoMAC jointly evolves visual, language, and action modalities and models their cross-modal synergy via a GNN.
Environment
Method
Observation
Open
Narrative-
Urban
TTL
World
driven
Env
NetHack
IMPALA
Text
×
×
×
×
TextWorld
BYU
Text
×
×
×
×
Pokémon Red
DRL
2D + Text
×
✓
×
×
StarDojo
Zero-shot
2D + Text
✓
×
×
×
MineDojo
MineAgent
3D + Text
✓
×
×
×
Table 1: Comparison of game-based environments. Open World indicates unconstrained exploration; Narrative-driven indicates multi-stage narrative quests; Urban Environment indicates densely populated urban games; TTL marks whether the benchmark is designed to evaluate agents’ ability to refine their internal configuration across consecutive episodes of the same task.
Figure 2: Overview of PokeGym. Top: Task design, showing the proportion of the three task categories along with example visual trajectories. Bottom: The environment interface, where the agent perceives the game through visual observations and interacts with the emulator via high-level actions.
Figure 3: Overview of the G-EvoMAC framework. (a) The multimodal configuration evolver generates candidate configurations from historical rollouts; (b) the cross-modal synergy performance predictor estimates each candidate’s score and disagreement; (c) the disagreement-aware selector picks the most informative configuration to evaluate, and the observed score is used to update the predictor for the next round.
Configuration
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
w/o Visual
34.44 ± 5.94
6.86 ± 1.19
42.67 ± 5.23
7.13 ± 1.98
41.82 ± 5.32
5.30 ± 1.01
39.82 ± 3.18
6.52 ± 0.91
w/o Strategy
39.44 ± 6.25
8.55 ± 1.32
48.00 ± 4.73
10.19 ± 2.19
53.94 ± 5.47
7.31 ± 1.46
47.02 ± 3.16
8.84 ± 1.05
w/o Action
42.78 ± 5.75
8.26 ± 1.79
55.11 ± 4.76
7.63 ± 1.65
52.12 ± 5.83
7.57 ± 1.39
50.35 ± 3.12
7.81 ± 0.94
G-EvoMAC
46.11 ± 6.11
5.72 ± 1.01
68.00 ± 3.83
5.76 ± 0.89
64.85 ± 4.27
5.07 ± 0.96
60.18 ± 2.87
5.55 ± 0.54
Table 2: Ablation study on the three evolved modalities. Each row excludes one modality from the full configuration; complete results are provided in the appendix.
Model
Venues
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
Zero-shot VLMs
Qwen3.6-35B
–
18.89 ± 4.43
42.25 ± 3.45
14.67 ± 3.20
23.38 ± 2.50
20.00 ± 3.59
29.94 ± 3.62
17.54 ± 2.15
31.24 ± 1.94
Claude-Sonnet-4.6
–
22.78 ± 5.41
20.97 ± 2.90
16.00 ± 3.28
15.54 ± 1.83
17.58 ± 5.13
15.76 ± 2.42
18.60 ± 2.60
17.32 ± 1.37
GPT-5.4
–
31.11 ± 5.88
17.93 ± 2.59
38.22 ± 4.66
8.74 ± 1.34
42.42 ± 4.06
15.05 ± 2.87
37.19 ± 2.87
13.47 ± 1.32
Game Agent Frameworks
Table 3: Main results on PokeGym, measured by Success Rate (SR) and Ineffective Move Rate (IMR). Except for the zero-shot VLMs, all other agents use GPT-5.4 as the backbone. Values are reported as mean with standard error shown in smaller font, and bold values indicate the best performance.
Figure 4: Cross-modal attention heatmap of the GNN predictor. Each cell shows the normalized attention weight. Higher values indicate stronger cross-modal dependency.
Predictor
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
LLM-as-Judge
30.00 ± 5.66
7.92 ± 1.53
36.44 ± 4.68
8.42 ± 1.70
38.18 ± 5.67
9.83 ± 1.87
34.91 ± 3.04
8.67 ± 0.98
MLP
38.33 ± 6.29
9.07 ± 1.54
51.56 ± 4.94
6.09 ± 1.10
56.36 ± 4.48
11.69 ± 2.48
48.77 ± 3.12
8.65 ± 0.99
GNN
46.11 ± 6.11
5.72 ± 1.01
68.00 ± 3.83
5.76 ± 0.89
64.85 ± 4.27
5.07 ± 0.96
60.18 ± 2.87
5.55 ± 0.54
Table 4: Comparison of different predictors.
Method
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
w/o Predictor
41.11 ± 5.96
9.66 ± 1.32
51.56 ± 4.52
7.75 ± 1.80
56.36 ± 4.48
11.92 ± 2.49
49.65 ± 2.93
9.56 ± 1.10
GNN Predictor
46.11 ± 6.11
5.72 ± 1.01
68.00 ± 3.83
5.76 ± 0.89
64.85 ± 4.27
5.07 ± 0.96
60.18 ± 2.87
5.55 ± 0.54
Table 5: Comparison with and without the GNN predictor.
Figure 5: Calibration of the GNN predictor. Left: predicted uncertainty ( σ ) versus mean absolute error. Right: mean predicted score versus mean true score.
Selector
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
Explore-only
29.44 ± 6.25
8.57 ± 1.30
40.44 ± 4.82
8.94 ± 1.81
35.15 ± 5.58
8.50 ± 1.83
35.44 ± 3.18
8.70 ± 0.97
Exploit-only
38.89 ± 5.85
5.95 ± 1.11
62.22 ± 3.93
6.59 ± 1.00
52.12 ± 5.36
6.50 ± 1.21
51.93 ± 2.99
6.36 ± 0.63
Thompson Sampling
35.00 ± 6.19
6.05 ± 1.05
45.33 ± 5.10
7.69 ± 1.99
41.21 ± 5.57
7.08 ± 1.36
40.88 ± 3.23
7.00 ± 0.93
Deep Ensembles
46.11 ± 6.27
9.54 ± 1.53
60.44 ± 4.14
6.89 ± 1.18
56.36 ± 4.22
10.88 ± 2.49
54.74 ± 2.87
8.88 ± 0.99
LinUCB
41.11 ± 6.22
7.23 ± 1.14
58.22 ± 4.75
7.12 ± 1.29
52.12 ± 3.89
10.75 ± 2.41
51.05 ± 2.99
8.21 ± 0.94
Table 6: Ablation on the configuration selection strategy.
Model
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
Zero-shot
18.89 ± 4.43
42.25 ± 3.45
14.67 ± 3.20
23.38 ± 2.50
20.00 ± 3.59
29.94 ± 3.62
17.54 ± 2.15
31.24 ± 1.94
PromptBreeder
22.78 ± 4.45
33.41 ± 2.94
17.78 ± 3.19
17.55 ± 2.35
29.09 ± 4.61
24.55 ± 3.32
22.63 ± 2.33
24.59 ± 1.73
Voyager
26.67 ± 4.44
18.08 ± 2.25
21.78 ± 3.75
15.29 ± 1.61
28.48 ± 4.27
19.73 ± 3.44
25.26 ± 2.38
17.46 ± 1.38
G-EvoMAC
31.11 ± 4.88
17.96 ± 2.17
32.44 ± 4.13
13.70 ± 1.47
36.36 ± 4.22
15.64 ± 2.35
33.16 ± 2.54
15.61 ± 1.13
Table 7: Performance comparison using Qwen3.6-35B.
Model
State
Inspection
Spatial
Average
GCS ↑
PW ↑
GCS ↑
PW ↑
GCS ↑
PW ↑
GCS ↑
PW ↑
Zero-shot
12.22
10.34
10.00
6.55
0.00
0.00
8.05 ± 2.02
6.48 ± 1.72
Reflexion
12.22
6.79
5.00
3.64
0.00
0.00
7.18 ± 1.88
4.14 ± 1.29
EvoTest
11.11
9.24
20.00
8.74
0.00
0.00
9.20 ± 2.21
6.28 ± 1.67
Voyager
11.11
7.94
30.00
25.00
0.00
0.00
10.92 ± 2.41
8.42 ± 2.04
G-EvoMAC
12.22
12.22
45.00
43.91
5.56
4.93
15.80 ± 3.26
15.42 ± 3.15
Table 8: Results on ALFRED using the Qwen3.6-35B. We report goal-condition success (GCS) and path-weighted goal-condition success (PW-GCS, abbreviated as PW).
Figure 6: Trajectory comparison between G-EvoMAC and the other baselines.
Appendix figures & tables20 assets
Supplementary material from the paper’s appendix.
Appendix
Platform
Emulator Version
Game Version
Hit Rate
Windows 10
v1.3.2
v1.0.0
100%
Windows 11
v1.3.2
v1.0.0
100%
Windows 11
v1.3.3
v1.0.0
100%
Windows 11
v1.3.2
v2.0.2
100%
Ubuntu 22.04
v1.3.2
v1.0.0
100%
Appendix
Table 9: Robustness of the automatic evaluator when supplied with signatures discovered by our AOB-scanning scripts. Hit Rate denotes successful first-try detection across different operating systems, emulator versions, and game versions.
Figure 7: Validation of the GNN predictor. Left: predicted versus true configuration scores. Right: Top-1 selection and pairwise ranking accuracy of the score-based acquisition function.
Method
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
V-GPS
42.78 ± 5.92
12.99 ± 1.92
54.67 ± 4.98
7.32 ± 0.92
49.09 ± 4.09
13.65 ± 2.47
49.30 ± 2.97
10.94 ± 1.03
G-EvoMAC (Ours)
46.11 ± 6.11
5.72 ± 1.01
68.00 ± 3.83
5.76 ± 0.89
64.85 ± 4.27
5.07 ± 0.96
60.18 ± 2.87
5.55 ± 0.54
Appendix
Table 10: Comparison with test-time parameter adaptation. V-GPS updates a value function’s parameters at test time and selects candidate actions by learned value.
Modality
Navigation
Interaction
Localization
Average
Visual
Strategy
Action
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
✓
42.22 ± 6.00
7.02 ± 1.54
41.33 ± 4.56
6.95 ± 1.52
49.09 ± 6.10
7.33 ± 1.49
43.86 ± 3.14
7.09 ± 0.88
✓
36.67 ± 5.99
19.80 ± 2.39
42.67 ± 4.20
11.83 ± 1.72
43.64 ± 4.80
16.07 ± 2.89
41.05 ± 2.86
15.58 ± 1.34
✓
37.22 ± 6.02
8.00 ± 1.41
37.33 ± 4.52
9.66 ± 1.96
38.79 ± 5.43
8.01 ± 1.81
37.72 ± 3.02
8.66 ± 1.03
✓
✓
34.44 ± 5.94
6.86 ± 1.19
42.67 ± 5.23
7.13 ± 1.98
41.82 ± 5.32
5.30 ± 1.01
39.82 ± 3.18
6.52 ± 0.91
✓
✓
42.78 ± 5.75
8.26 ± 1.79
55.11 ± 4.76
7.63 ± 1.65
52.12 ± 5.83
7.57 ± 1.39
50.35 ± 3.12
7.81 ± 0.94
Appendix
Table 11: Complete modality ablation study. The first three columns indicate which modalities (Visual, Strategy, Action) are included in each configuration.
λ
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
0
38.89 ± 5.85
5.95 ± 1.11
62.22 ± 3.93
6.59 ± 1.00
52.12 ± 5.36
6.50 ± 1.21
51.93 ± 2.99
6.36 ± 0.63
1
46.11 ± 6.11
5.72 ± 1.01
68.00 ± 3.83
5.76 ± 0.89
64.85 ± 4.27
5.07 ± 0.96
60.18 ± 2.87
5.55 ± 0.54
2
46.11 ± 6.01
7.46 ± 1.12
56.00 ± 4.52
7.05 ± 1.23
54.55 ± 4.71
8.86 ± 1.85
52.46 ± 2.94
7.71 ± 0.80
Appendix
Table 12: Sensitivity of the disagreement-aware selector to the exploration-exploitation trade-off weight λ , measured by Success Rate (SR) and Ineffective Move Rate (IMR). Values are reported as mean with standard error shown in smaller font. λ=0 corresponds to pure exploitation, λ=2 to a more exploratory setting, and λ=1 to the default G-EvoMAC.
T
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
5
41.11 ± 5.91
9.55 ± 1.74
66.67 ± 3.92
6.36 ± 0.88
56.36 ± 5.60
8.62 ± 1.93
55.61 ± 3.06
8.02 ± 0.86
10
46.11 ± 6.11
5.72 ± 1.01
68.00 ± 3.83
5.76 ± 0.89
64.85 ± 4.27
5.07 ± 0.96
60.18 ± 2.87
5.55 ± 0.54
Appendix
Table 13: Sensitivity of the disagreement-aware selector to the number of MC-Dropout samples T , measured by Success Rate (SR) and Ineffective Move Rate (IMR). T=10 is the default G-EvoMAC setting.
Score
Navigation
Interaction
Localization
Average
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
SR ↑
IMR ↓
w/o r
46.67 ± 5.69
5.24 ± 0.88
57.33 ± 3.95
9.81 ± 1.81
55.76 ± 4.98
10.64 ± 2.38
53.51 ± 2.79
8.60 ± 1.05
Default
46.11 ± 6.11
5.72 ± 1.01
68.00 ± 3.83
5.76 ± 0.89
64.85 ± 4.27
5.07 ± 0.96
60.18 ± 2.87
5.55 ± 0.54
Appendix
Table 14: Sensitivity of the GNN predictor to the score definition used for training. The default score combines task success v , recovery rate r , and ineffective move rate I as 0.5v+0.5[0.5r+0.5(1−I)] . The “w/o r ” variant removes the recovery term, using 0.5v+0.5(1−I) .
Figure 8: Average score across evolution rounds for G-EvoMAC with two backbone VLMs on the three task types.
Figure 9: Representative failure cases in PokeGym: (left) visual-spatial understanding failures, (middle) visual-perception and action-control failures, and (right) planning and reasoning failures.
Navigation
Interaction
Localization
Overall
Model
In
Out
Total
In
Out
Total
In
Out
Total
In
Out
Total
Cost
Zero-shot VLMs
Qwen3.6-35B
51k
24k
75k
42k
18k
60k
53k
24k
77k
48k
22k
70k
–
Claude-Sonnet-4.6
148k
20k
167k
125k
16k
141k
156k
21k
178k
141k
19k
160k
$0.708
GPT-5.4
64k
12k
76k
49k
9k
58k
66k
12k
78k
59k
11k
69k
$0.307
Game Agent Frameworks
Appendix
Table 15: Token consumption and API cost per run. Input, output, and total token counts are reported in thousands (per episode). Costs are shown for proprietary closed-source models and omitted for the open-source model.
Figure 10: Examples of visual enhancements evolved by G-EvoMAC (part 1). Each figure shows original frames in the top row and their enhanced counterparts in the bottom row after per-frame operations.
Figure 11: Examples of visual enhancements evolved by G-EvoMAC (part 2).
Figure 12: Example of an evolved language strategy for NPC interaction tasks.
Figure 13: Example of an evolved language strategy for navigation tasks with vertical traversal.
Figure 14: Example of an evolved language strategy for constrained corridor navigation.
Figure 15: Example of evolved macro actions for NPC interaction and collision recovery.
Figure 16: Example of evolved macro actions for vertical traversal and corridor escape.