Atari

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32 papers

Latest in Atari

Aug 9, 2026cs.CV

360CityArena: A Realistic Virtual Urban Navigation Benchmark for Embodied Agents

We present 360CityArena, a benchmark for evaluating the urban exploration capabilities of embodied agents within a photorealistic environment constructed from 360-degree videos. Existing outdoor benchmarks either lack sufficient photorealism or complexity, resulting in a considerable gap from real-world urban environments. 360CityArena is built on a realistic reconstruction of the Akihabara district in Tokyo, Japan, using 602 360-degree video segments covering 85 streets, and consists of 175 meticulously human-crafted tasks. It encompasses three task categories: Environment Understanding, Path Reasoning, and Spatial Reasoning, covering fundamental abilities required for urban exploration, such as localization, landmark search, path planning, and relational spatial reasoning, thereby enabling comprehensive evaluation in realistic urban scenes. Our evaluation using state-of-the-art LMM-based agents shows that even the strongest model, Gemini 2.5 Flash, performs far below human level (human: 77.3% vs. Gemini 2.5 Flash: 17.1%), revealing substantial challenges that remain in city-scale embodied navigation and reasoning. 360CityArena provides a necessary and challenging testbed for photorealistic urban-district navigation and spatial reasoning.
Kenta Watanabe, Atsuyuki Miyai, Mizuki Takenawa +2
Aug 9, 2026cs.AI

Business Arena: Benchmarking LLM Agents in a Realistic Marketplace

Running a business is a challenging form of intelligent work. Operators must infer opportunities from partial signals, commit capital under uncertainty, adapt to delayed outcomes in a changing market, and satisfy regulatory obligations before trading legally. Frontier LLM agents can increasingly complete complex workflows, yet business-related capabilities are rarely evaluated in existing agent benchmarks. We introduce \textbf{Business Arena}, a controlled environment where an AI agent runs a cross-border shop, buying from suppliers and selling to buyers over a long horizon. We ground the arena in real Alibaba.com sourcing data and market conditions calibrated from authoritative sources. Delayed and coupled consequences make individual business decisions difficult to judge, but their combined outcome is measurable through profit. Because profit alone cannot explain why an agent succeeds or fails, we compare agents with human-designed strategies to estimate available opportunity, use skill-level metrics to reveal underlying strengths and weaknesses, and trace realized gains and losses to the actions that produced them. We use mechanism ablations to establish that strong results reflect genuine business intelligence rather than neglect or simulator-specific shortcuts. We evaluate 15 frontier models and find a ninefold difference in mean final net worth. Even the best model falls behind human-designed strategies, indicating that business operation remains challenging for LLM agents. Skill-level analysis reveals operating styles, from margin-focused premium sellers to high-turnover wholesalers and customer-service specialists, while action-level attribution identifies the sourcing, pricing, and recovery decisions that create or destroy value. Together, Business Arena takes a first step toward a realistic and trustworthy testbed for evaluating end-to-end business agents.
Yijun Pan, Yukun Lian, Kunyu Shi +5
Aug 6, 2026cs.CL

Routing Is Least Learnable Where It Is Most Valuable: Bounds on Representation Routing for Web Agents

Web agents observe a browser through text, pixels, or both, and the choice is usually fixed once for all tasks. We measure six observation modes across eight site-model combinations (cells) on VisualWebArena and WebArena and ask what choosing per task would buy. The modes are complementary: each solves tasks the others miss, they fail in structurally different ways, and the best choice reverses between task sets. The obvious prize, an oracle that picks a winning mode for every task, looks large but is inflated by run-to-run noise: rerunning the same mode on the same tasks changes 12-14% of outcomes, so a second run of a mode already in hand gains about as much as adding a new one. What survives is a cost bound: sending only the tasks no mode solves to the cheapest mode cuts cost by 9.5-30.6% in 8 of 8 cells at unchanged success. We then test five routing policies (picking the mode, deciding when to spend on the strong mode, a zero-cost rule read off the task text, a confidence cascade, and pooled cost tiers), and none robustly beats simply fixing one well-chosen mode; the one exception is a fragile result in our sparsest cell. The central obstruction is that routing supervision is produced at the agent's success rate: the weaker the agent, the fewer labels a router gets, exactly where routing would be most valuable. This limit belongs to today's agents rather than to routing itself. Label supply and routing opportunity rise together (correlation 0.95 across cells), so a stronger agent can overturn the result, and we report the rerun noise bands and the full measurement protocol.
Jiaming Wei, Zekun Wu, Adriano Koshiyama +1
Aug 4, 2026cs.AI

Adversarial Fast-Moving Real-World Domains as Test Beds for Benchmarking AI Scientist Capabilities

Benchmarking the ability of AI scientists to generate novel ideas is notoriously difficult. Existing benchmarks in this field have made progress in evaluating scientific reasoning and research replication, but often rely on synthetic tasks or retrospective targets, which may be confounded by prior exposure. We hypothesize that complex, adversarial, fast-moving real-world domains where expert practitioners independently generate observable outputs can provide a practical solution to fill this gap and evaluate the capabilities needed for AI scientists, including reasoning, novelty, and hypothesis formulation. We instantiate this framework in two structurally different domains, Formula 1 (F1), where models ideate around car design concepts for the 2026 season, and real pre-season innovations provide a ground truth, and Magic: The Gathering (MTG), where models propose decks from a recently updated card pool and are evaluated against 19 Pro Tour (PT) decklists. Across both domains, models produce plausible outputs, but few align with real-world expert solutions. In F1, the best model, GPT-5.2 matched 10 of 40 real innovations with 166 ideas proposed across runs. In MTG, the best deck from Gemini 3 Flash recovered 5 of 7 new-set cards from the third-place PT deck, and across all 108 decks, the cards models selected most often were also the cards most widely adopted by PT decks (Spearman ρ=0.74ρ= 0.74, p=0.0003p = 0.0003). These results suggest that a key capability gap for AI scientists is not idea generation, but filtering, prioritization, and coherent novelty.
William Bolton, Philip Torr
Jul 20, 2026cs.AI

WorldCupArena: Fine-Grained Evaluation of Language Models and Deep-Research Agents on Football Forecasting

Predicting a football match before kickoff requires more than knowing past results: a model must use changing information and make a clear prediction before the answer is available. We present WorldCupArena, a dynamic benchmark for language models and deep-research agents. The 2026 FIFA World Cup is its first evaluation, and the same process can be reused for future leagues and cups. Before each match, a model either receives a common evidence package or searches for information itself. It predicts the result and score, likely players and events, match statistics, and the outcome of the competition. After the match, these predictions are compared with the recorded result. We report result accuracy, exact-score accuracy, and a scoreline score that gives some credit when a predicted score is close but not exact, together with scores for the other prediction tasks. Across systems, similar result accuracy can mask larger differences in detailed predictions. Four systems predicted champion Spain, and two of them also recovered the exact final pairing. Compared with betting-market and human-fan baselines, the best system shows only small gains in result and exact-score accuracy, but a clearer gain in Scoreline. New schedules can be added as they begin, allowing the benchmark to evaluate future models without using outcomes that are already known. Code, predictions and evaluation scripts will be publicly released.
Zhaokai Wang, Tianlin Gui, Jiayuan Rao +3
Jul 14, 2026cs.CV

WanToFight: Real-Time Generative Game Engine for Multi-Player Combat Interaction

We present WanToFight, a generative game engine that simulates real-time, two-player The King of Fighters '97 (KOF~'97) gameplay from keyboard input. Prior generative game engines target either single-player first-person settings or non-real-time cooperative scenarios; multi-player control, real-time inference, complex physical interaction, and adversarial gameplay have not been jointly addressed. WanToFight closes this gap with three components built on the Wan-1.3B video diffusion transformer: a streaming autoregressive generator with block-causal attention and a rolling KV cache; a visually grounded Player Association module that binds each player's keyboard signal to a character identity; and a gated, locally causal keyboard injection module trained with a single-player-to-full-gameplay curriculum. A four-step DMD-distilled student paired with a pruned VAE decoder sustains 30FPS at 512x384 on a single NVIDIA RTX 5090 over the duration of a complete match. To our knowledge, WanToFight is the first generative game engine to combine multi-player control, real-time inference, complex physical interaction, and adversarial gameplay in one system.
Li Hu, Guangyuan Wang, Peng Zhang +1
Jun 29, 2026cs.LG

Beyond IID: How General Are Tabular Foundation Models, Really?

Foundation models for predictive machine learning on tabular data have recently gained significant traction in academia and industry. Research communities across disciplines are increasingly evaluating tabular foundation models on diverse datasets and tasks. However, these task- and discipline-specific evaluations remain largely inaccessible to model researchers because benchmark software and evaluation protocols are fragmented. As a result, model researchers rely on standard benchmarks, which are mostly defined for tasks where tabular foundation models already excel. The most challenging scenarios are excluded, limiting meaningful progress in the field by focusing on marginal improvements on IID data rather than on broader, more demanding challenges. To overcome this, we introduce BeyondArena, the first unified holistic benchmark for tabular data that supports diverse task types (IID, temporal, grouped), across sample size and feature dimensionality scales, with diverse feature types (with text, with high cardinality) from a broad range of disciplines. To enable unified benchmarking beyond standard benchmarks, we introduce Data Foundry, a Python framework and metadata schema for curating tabular datasets for predictive machine learning. Our results across 11 models and 142 curated datasets show that existing tabular foundation models excel on tiny- to medium-sized IID data, while traditional tree-based and deep learning models still dominate on non-IID, large, and high-dimensional datasets. BeyondArena guides model research for the most demanding challenges in tabular data, enabling progress towards truly foundational tabular models.
Lennart Purucker, Andrej Tschalzev, Nick Erickson +7
Jun 29, 2026cs.CV

Efficient Visual Pointing for Embodied AI:Agent-Driven Data Synthesis, Cross-Block Attention, and Iterative Correction

Visual pointing maps a language instruction to pixel co ordinates, a core skill for embodied AI. We describe our PointArena 2026 solution, which achieves 77.2% overall accuracy and ranks second on the benchmark. The ap proach targets three failure modes. First, agent-driven syn thesis builds large semantic and anchor-relative candidate pools; the server inventory contains 55,372 processed out puts, 53,772 de-duplicated sample IDs, and 37,574 train able completed or accepted rows. Second, a determinis tic steerable-data pipeline creates a verified 10,000-sample main set, plus reserve samples, using masks, templates, and path verification. Third, two model-side modules address complementary errors: AttnRes adds gated cross-block at tention for steerability, while ABC correction encodes per turbed coordinates with visual features for general coordi nate grounding. Category-aware routing combines comple mentary specialists; local validation used to select experts records 93.9% Affordance, 82.6% Spatial Relation, 78.2% Reasoning, 70.4% Counting, and 63.0% Steerability.
Zijian Hong, Qi Lv, Yuxiang Xie +4
Jun 25, 2026cs.CV

Computer Vision for MOBA Analytics: A Dataset and Baseline for Visibility Analysis in Dota 2

Introduction: Most Multiplayer Online Battle Arena (MOBA) analytics studies rely on structured data, which does not directly capture what each team could actually see during a match. Objective: This work introduces Dota2-Vis, a video-based dataset, and a baseline pipeline for visibility analysis in professional Dota 2 matches. Methodology: The dataset comprises all 144 matches from The International 2025, recorded from both team perspectives, totaling 288 Full HD videos, together with 2,477 manually annotated minimap images. We evaluate multiple variants of a modern object detector for player-icon detection and use the best-performing model to estimate opponent-visible player presence over time. Results: YOLO11l (large) achieved the best overall performance, reliably identifying player icons even in dense and visually cluttered minimap scenes. The resulting visibility curves reveal player, hero, role, and team-level patterns that complement conventional MOBA analytics, highlighting behavioral differences that are difficult to obtain from structured data alone. The dataset and code are publicly available at https://github.com/RicardoRCarvalho/dota2-vis/.
Ricardo da Rocha Carvalho, Eloísa Oliveira, Luiz Bernardo Martins Kummer +2
Jun 24, 2026cs.MA

SidConArena: An Environment Evaluating Agents in Open-Ended,Positive-Sum Bargaining Game

Evaluating LLM agents requires dynamic environments that go beyond static reasoning and zero-sum games. Real-world economic interaction is often open-ended and mixed-motive: agents must negotiate, create positive-sum surplus, compete for scarce assets, and plan under delayed returns. We introduce SidConArena, a new benchmark framework for evaluating LLM agents in open-ended, positive-sum bargaining. SidConArena formalizes a multi-player economy as a finite-horizon partially observable stochastic game with three coupled phases: natural-language negotiation with binding trades, deterministic converter-based production, and sealed-bid auctions for long-term assets. The framework combines structured observations, phase-aware agent dispatching, a neural-symbolic action interface, and asynchronous execution, enabling free-form interaction while preserving rule-grounded evaluation. Across homogeneous and heterogeneous tournaments, stronger frontier models achieve higher economic outcomes, yet agents still misvalue resources, bargain passively, and remain limited in long-horizon investment planning.
Yeqi Feng, Yuxin Chen, Tianxing He
Jun 21, 2026cs.AI

A Differentiable Atari VCS:A Complex, Fully Known Ground Truth for Explainable AI

Explanation requires ground truth: to verify an account of a system we must know its inner functioning-just what is missing where explainable AI (XAI) is most needed. Systems we can study fall into two camps. Simple, procedural one-decision trees, rule lists, sparse linear models-have a known but trivial mechanism, so explaining them tests nothing; genuinely complex ones-deep networks, real-world tasks-need XAI but have no ground-truth inner functioning, so an explanation can be plausible, confident, and wrong with no way to tell. We remove this dichotomy with a study object both genuinely complex and fully specified-inspectable by construction-and, so gradient methods apply, fully differentiable. We reimplement the Atari 2600 Video Computer System (VCS)-a real computer architecture, and the cradle of deep reinforcement learning-as two independent end-to-end differentiable emulators in Julia (jutari) and JAX (jaxtari), each validated bit-for-bit against xitari. Both reproduce xitari on all 64 supported Arcade Learning Environment (ALE) games: 64/64 byte-identical RAM and 64/64 pixel-identical screens. Treating the cartridge ROM as a weight tensor, RAM as a soft tape, and control flow as gates, we prove the differentiable (soft) execution equals the original (hard) one bit-for-bit in the forward pass at any finite temperature, while exposing surrogate gradients where the bit logic has none. The JAX port also opens a GPU path: batched differentiable rollouts reach millions of environment-steps/s on one commodity GPU. The system was built in roughly 137 active hours over 29 calendar days, much of it written autonomously by coding agents. This paper builds and validates the foundation, showing-theoretically and in a qualitative gradient study-that gradient-based XAI on it is feasible. Both ports' full code is available under the MIT license at https://github.com/akmaier/UnderstandingVCS.
Andreas Maier, Siming Bayer, Patrick Krauss
Jun 15, 2026cs.AR

Embedded Arena: Iterative Optimization via Hardware Feedback

Embedded devices from wildlife monitoring stations to clinical wearables require local AI inference due to latency, communication, or privacy constraints. Optimizing models for heterogeneous microcontrollers (MCUs) requires simultaneously satisfying hard physical constraints on memory, power, and temperature while preserving accuracy, a multidimensional optimization that is today performed manually by experts. We ask whether an LLM agent can autonomously navigate this complex, multi-turn pipeline guided by real hardware feedback, and introduce a hardware-in-the-loop agent arena in which the agent iteratively refines both model and firmware -- compiling, flashing, and measuring on real hardware -- to enable closed-loop optimization. Frontier models, including Claude Opus 4.7 and Gemini 3.1 Pro, fail entirely without hardware feedback (0% deployment success), whereas our hardware-in-the-loop formulation achieves the first successful deployment within three iterations and can surpass human expert results within seven. This agentic co-optimization achieves 250x compression for vision models with <3.3% accuracy loss and 400x for audio with <6% Feature Error Rate loss, enabling battery-free operation on a commercial MCU via solar harvesting. We demonstrate practical impact in two real-world systems: an elk-detection camera trap (96.7% accuracy) and a phonetic-transcription wearable (8.44% FER) for child development research.
Zhihan Zhang, Alexander Le Metzger, Jiuyang Lyu +10
Jun 12, 2026cs.CL

Are Online Skill and Memory Modules Always Worth Their Tokens? A Budget-Constrained Study of Web Agents

Online web agents often augment a base actor with memory, workflow, or skill modules. These modules can improve performance, but they also consume test-time tokens, a cost rarely reported alongside the actor's inference cost. We study online augmentation, where this overhead is paid on every task, and re-evaluate its benefits under a fixed total inference budget. We compare AWM, ASI, and ReasoningBank with a token-matched vanilla baseline that uses the same budget for additional actor steps. Across four WebArena domains and three models, Gemini 3 Flash, GPT-5.4-mini, and Qwen 3.6-27B, the vanilla baseline matches or surpasses all three augmentation methods in aggregate success rate while often using fewer total tokens. We observe a similar trend on WorkArena-L1 with Qwen 3.6-27B, indicating that the effect extends to enterprise knowledge-work tasks. Our results suggest that skills and workflow memory can be useful in specific domains, but their apparent gains often vanish against a budget-matched actor. We further show that run-to-run variance materially affects outcomes and should be reported as a core evaluation criterion for online web agents.
Sina Hajimiri, Masih Aminbeidokhti, Jose Dolz +4
Jun 11, 2026cs.AI

Poker Arena: Multi-Axis Profiling of Strategic Reasoning and Memory in LLMs

Strategic reasoning under uncertainty underpins consequential decisions in negotiation, finance, and policy, but prevailing game-play benchmarks collapse heterogeneous reasoning dimensions into a single scalar, leaving the capability structure of frontier LLMs unexamined. We introduce Poker Arena, a no-limit Texas Hold'em tournament platform that couples a three-layer memory architecture (within-hand, session, and cross-session) with a nine-axis cognitive profile decomposing strategic reasoning into interpretable dimensions such as bet-sizing calibration and positional awareness. We evaluate seven frontier models across 50 sessions of 1,000 hands and a controlled memory ablation; tournament chips and aggregate axis score order the field differently: Claude Opus 4.6 wins +$15,730 chips with 14 first-place finishes, yet ranks only fifth of seven on mean axis score, while persistent memory helps some models and hurts others. These findings show that multi-axis evaluation surfaces capability structure that scalar leaderboards systematically misrank, with cross-dimensional consistency outweighing peak performance on any single axis.
Pratham Singla, Shivank Garg, Vihan Singh
Jun 10, 2026cs.LG

Speculative Rollback Correction for Quality-Diverse Web Agent Imitation

Training interactive web agents through imitation learning from expert trajectories has emerged as a highly effective approach. However, determining the optimal timing for expert intervention presents a critical challenge in this context. Delayed intervention often leads to the accumulation of early-stage errors, pushing the page state into an irrecoverable regime. Conversely, premature or excessive intervention causes the agent to become overly reliant on expert policies, trapping the model in local optima characterized by a single, rigid trajectory. We propose Speculative Rollback Correction (SRC), a branch-level imitation framework for resettable agent environments. Instead of requesting teacher labels at every visited state or correcting only after a completed trajectory, SRC uses fixed-horizon branch review: the student executes a short speculative segment before teacher review, and the teacher localizes the first harmful deviation only when local progress breaks. Rollback preserves useful prefixes, while successful rollouts are filtered by a hard verifier and retained in a lightweight quality-diversity archive. The resulting data supports next-action supervised fine-tuning on both localized corrections and verifier-passing trajectories. On WebArena-Infinity, SRC collects 977 verifier-passing trajectories and 9,183 next-action examples; fixed-horizon review improves the recovery-versus-query tradeoff over step-level review while retaining verifier-passing solution variants. Code is available at https://github.com/LongkunHao/SRC_gui_agent.
Longkun Hao, Hongyu Lin, Hao Li +10
Jun 8, 2026cs.CV

OmniGameArena: A Unified UE5 Benchmark for VLM Game Agents with Improvement Dynamics

Vision-language model (VLM) agents are increasingly deployed in interactive game environments. Yet game benchmarks for VLM agents typically report a single first-attempt score per (agent, game) pair, focus on single-agent Solo play, and lack unified protocols for evaluating heterogeneous agent classes (commercial VLMs, open-weight VLMs, and specialized game policies) on the same footing. We address these gaps with OmniGameArena, a real-time benchmark of twelve newly built Unreal Engine 5 games spanning Solo (7), PvP (3), and Coop (2) with unified action interfaces, and the Improvement Dynamics Curve (IDC), an agentic-reflection harness in which a tool-using reflector LLM autonomously refines a bounded skill prompt across multiple rounds. Beyond cold-start leaderboard scores, IDC exposes two additional observables for each (agent, game) pair: how the score evolves across reflection rounds, and how the learned skill behaves on held-out task variants. We report these observables for twelve VLM agents on the cold-start leaderboard and four top agents under IDC.
Mingxian Lin, Shengju Qian, Yuqi Liu +9
May 30, 2026cs.CV

CV-Arena: An Open Benchmark for Instructional Computer Vision Problem Solving with Human-AI Collaborative Preferences

Instruction-guided image editing is becoming a general interface for visual work, yet existing benchmarks still focus largely on narrow appearance edits and do not fully capture the diversity of real-image tasks in professional workflows. Here, we define instructional computer vision problem solving as a broader formulation of image editing: given a real input image and a natural-language instruction, a system must produce an edited output that realizes the requested transformation while satisfying explicit preservation, geometric, physical, and usability constraints. We introduce CV-Arena, an open benchmark designed to evaluate this capability at professional scales. CV-Arena contains 12K high-resolution real-image instruction pairs spanning 16 instruction-based visual task types, constructed using CogRetriever, a dual-track retrieval-and-curation pipeline that combines targeted web search, agentic query refinement, verification, and traceability. To evaluate models at scale while preserving human fidelity, we propose Active Elo, a human-AI collaborative preference protocol that leverages CV-Judge, a logic-gated, multi-dimensional VLM evaluator, to reject clear failures and resolve high-confidence comparisons; and to route close, high-quality comparisons to expert raters. Mixed human and AI supervision is then aggregated through reliability-weighted Elo updates. Our comprehensive evaluation of 21 systems, including proprietary, open-source, and agentic models, on CV-Arena reveals persistent gaps in instruction adherence, physical reasoning, structural control, and fine-grained detail preservation. We further develop CV-Agent, a lightweight agentic model that combines planning, editing, and verification, and demonstrate that closed-loop reasoning is a promising direction for professional-grade instruction-following visual editing.
Fangzhou Lin, Peiran Li, Lingyu Xu +12
May 28, 2026cs.CV

WorldMemArena: Evaluating Multimodal Agent Memory Through Action-World Interaction

Multimodal large language models are increasingly deployed as long-horizon agents, where memory must do more than recall: it must track an evolving world, revise what has gone stale, and surface the right evidence at decision time. Existing benchmarks measure recall over static dialogue, collapse memory into a single end-of-task accuracy, and reduce visual observations to captions, leaving us unable to localize failures to writing, maintenance, retrieval, or use. The rise of agent harnesses that author their own memory sharpens this gap, since we have no principled way to compare hand-designed pipelines with self-managing alternatives. To close these gaps, we formulate multimodal agent memory as an Action-World Interaction Loop with an observable four-stage lifecycle, and instantiate it in WorldMemArena: 400 multi-session multimodal tasks spanning Lifelong Evolution (evolving personal and task states) and Agentic Execution (memory from real observations, actions, and feedback), annotated with gold memory points, updates, distractors, and evidence chains for stage-level diagnosis. This enables the first head-to-head comparison of long-context, manually designed (RAG and external memory systems), and harness-based memory agents. Results show that: (1) better memory writing and storage do not guarantee better performance; (2) multimodal memory still struggles to fully use visual evidence; (3) systems are unstable across domains and degrade on realistic agentic trajectories; and (4) harness memory is more flexible but remains costly and less reliable.
Chengzhi Liu, Yuzhe Yang, Sophia Xiao Pu +14
May 27, 2026cs.CV

DocArena: Turning Raw Documents into Controllable Training Environments for Document Search Agents

Recent methods train search agents via reinforcement learning from (question, answer, evidence) tuples without requiring expert trajectories. The tuples serve as the training environment, and whose properties directly shape what search strategies and generalization abilities the agent can develop. While prior works have made encouraging progress in improving training data quality, existing environments remain predominantly text-based and existing approaches can struggle to construct training environments that are controllable, scalable, and account for multimodal data. Given this, we propose DocArena, a fully automated data curation pipeline building on the practical need for multimodal document search and question-answering. It transforms raw document collections into training environments for search agents without any human annotation. The pipeline first structures and indexes documents through MLLM-based visual perception, then profiles and leverage the cross-page information distribution to construct reasoning-intensive QA pairs, as well as performs cascaded quality assurance operations via MLLM. We introduce DocArena-79K with QA pairs from 8,336 documents spanning 16 domains and 49 languages. We further design a Doc-Search agent infrastructure that decouples visual perception from the policy model, allowing text-based LLMs to serve as the reasoning backbone for multimodal document retrieval and QA. Under a unified evaluation framework where only the policy model differs, experiments on six multimodal document scenarios and seven text-based QA benchmarks show that agents trained on DocArena data achieve the best performance on both retrieval accuracy and QA quality. Further analysis on agent search behaviors confirms the effectiveness and controllability of the constructed training environment.
Jiamian Wang, Ruiyi Zhang, Tong Yu +5
May 27, 2026cs.AI

Review Arcade: On the Human Alignment and Gameability of LLM Reviews

LLM-generated reviews for scientific papers are gaining considerable traction and are even being officially piloted by major conferences. We have to assume that not only reviewers are using LLM-assistance, but also that authors use LLMs to revise their papers before submitting. In this work, we perform empirical experiments on papers from the 2025 ACL Rolling Review (ARR) to evaluate LLM reviews from both the author and the reviewer perspective. First, we identify a limited alignment of LLM reviews with human ones. In the best-case scenario, the alignment is reasonable. However, we also find that LLM-human alignment varies substantially across prompts and models. Finally, we investigate the scenario in which the author uses an iterative draft-revise workflow to improve the submission according to the LLM review. We find that this "gaming" of LLM reviews can be effective in specific scenarios, leading to a statistically significant increase of overall scores for up to 35% of papers. We publish our code: https://github.com/uhh-hcds/reviewarcade.
Hans Ole Hatzel, Sebastian Steindl, Jan Strich
May 10, 2026cs.SE

An Executable Benchmarking Suite for Tool-Using Agents

Closed-loop tool-using agents are increasingly evaluated in executable web, code, and micro-task environments, but benchmark reports often conflate workloads, action-generating drivers, and the evidence admitted for systems-facing claims. We present an executable benchmarking suite that makes these objects explicit under a shared evidence-admission contract. The suite connects WebArena Verified, a SWE-Gym slice with SWE-bench-compatible verification, and MiniWoB++ through common workload adapters, task manifests, event schemas, replay/freeze policy, declared drivers, and reporting pipelines. In the canonical release, the gate separates paper-facing evidence from preflight, fixture, smoke, and diagnostic rows while preserving non-admitted artifacts for audit and onboarding. The admitted evidence records latency, invalid-action behavior, patch-generation cost, verifier metadata, replay bindings, and provenance under one auditable contract. The gate is decision-relevant rather than merely clerical: in a separate WebArena Verified controller study, clean-baseline and medium live-stressed evaluation select different fixed controller variants under the same workload and admission contract. The release is scoped as a benchmarking suite and admitted evidence, not a new agent policy, model leaderboard, backend comparison, or autonomous SWE-bench solver.
Zhiqing Zhong, Zhijing Ye, Jiamin Wang +1
May 9, 2026cs.LG

Probing the Impact of Scale on Data-Efficient, Generalist Transformer World Models for Atari

Developing generalist systems that retain human-like data efficiency is a central challenge. While world models (WMs) offer a promising path, existing research often conflates architectural mechanisms with the independent impact of model \emph{scale}. In this work, we use a minimalist transformer world model to analyze scaling behaviors on the Atari 100k benchmark, using fixed offline datasets derived from a presupposed expert policy. Our results reveal that environments fundamentally fall into distinct scaling regimes, even when constrained by identical offline data budgets and model capacities. For individual tasks, some environments naturally allow models to pass the interpolation threshold, yielding monotonic improvements in the overparameterized regime, while others remain trapped in the classical regime, where larger world models degrade fidelity. In the unified setting, i.e., a single transformer trained on a suite of 26 Atari environments, we uncover that joint training stabilizes scaling dynamics, ensuring monotonic gains across all environments, regardless of their distinct inherent scaling regimes. Finally, we demonstrate that improved fidelity translates directly to downstream control, with policies learned entirely within the simulated dynamics achieving a median expert-random-normalized score of 0.770. Our findings suggest that future progress lies as much in precise scaling strategies as in architectural innovation.
Jooyeon Kim
May 8, 2026cs.SE

Mazocarta: A Seeded Procedural Deckbuilder for Instrumented Game Development

Mazocarta is a seeded procedural tactical deckbuilder implemented in Rust, compiled to WebAssembly for browser play, and executable natively for simulation. Its primary technical contribution is not the invention of a new deckbuilding genre, but the construction of an instrumented game-development reference artifact: the same rules engine supports interactive play, native command-line simulation, automated end-to-end tests, save/load fixtures, and local-area multiplayer. This paper describes Mazocarta's architecture, deterministic run model, reproducible balance probes, and QR-mediated WebRTC pairing for local multiplayer. An evaluation snapshot over 1,000 deterministic seeds shows that the simulation pipeline can produce reproducible development signals. In the evaluated configuration, single-player and two-player autoplay win rates were 36.1% and 34.9% over 1,000 deterministic seeds, respectively. These rates are not presented as final player-facing balance metrics, but as repeatable probes for future balance shifts and regressions. Mazocarta is positioned as a playable open-source reference artifact for instrumented game development: deterministic regression checks, automated playtesting workflows, balance probes for game mechanics, and browser-native local multiplayer all exercise one shared production rules core.
Timothy C. Cogan
May 7, 2026cs.CV

Arena as Offline Reward: Efficient Fine-Grained Preference Optimization for Diffusion Models

Reinforcement learning from human feedback (RLHF) effectively promotes preference alignment of text-to-image (T2I) diffusion models. To improve computational efficiency, direct preference optimization (DPO), which avoids explicit reward modeling, has been widely studied. However, its reliance on binary feedback limits it to coarse-grained modeling on chosen-rejected pairs, resulting in suboptimal optimization. In this paper, we propose ArenaPO, which leverages Arena scores as offline rewards to provide refined feedback, thus achieving efficient and fine-grained optimization without a reward model. This enables ArenaPO to benefit from both the rich rewards of traditional RLHF and the efficiency of DPO. Specifically, we first construct a model Arena in which each model's capability is represented as a Gaussian distribution, and infer these capabilities by traversing the annotated pairwise preferences. Each output image is treated as a sample from the corresponding capability distribution. Then, for a image pair, conditioned on the two capability distributions and the observed pairwise preference, the absolute quality gap is estimated using latent-variable inference based on truncated normal distribution, which serves as fine-grained feedback during training. It does not require a reward model and can be computed offline, thus introducing no additional training overhead. We conduct ArenaPO training on Pick-a-Pic v2 and HPD v3 datasets, showing that ArenaPO consistently outperforms existing baselines.
Zhikai Li, Yue Zhao, Edward Zhongwei Zhang +4
May 4, 2026cs.LG

TCD-Arena: Assessing Robustness of Time Series Causal Discovery Methods Against Assumption Violations

Causal Discovery (CD) is a powerful framework for scientific inquiry. Yet, its practical adoption is hindered by a reliance on strong, often unverifiable assumptions and a lack of robust performance assessment. To address these limitations and advance empirical CD evaluation, we present TCD-Arena, a modularized, highly customizable, and extendable testing kit to assess the robustness of time series CD algorithms against stepwise more severe assumption violations. For demonstration, we conduct an extensive empirical study comprising around 30 million individual CD attempts and reveal nuanced robustness profiles for 33 distinct assumption violations. Further, we investigate CD ensembles and find that they have the potential to improve general robustness, which has implications for real-world applications. With this, we strive to ultimately facilitate the development of CD methods that are reliable for a diverse range of synthetic and potentially real-world data conditions.
Gideon Stein, Niklas Penzel, Tristan Piater +1
May 2, 2026cs.HC

The Garden of Forking Paths: Threading Narrative Archetype as a Semantic Signal Through Gameplay Planning

Generative models can produce individual game facets, but whole-game generation remains an orchestration problem: narrative, level structure, encounters, objectives, rewards, and visuals must express shared intent. We present Forking Garden, a branching game generation system that uses narrative archetype as a persistent semantic signal across the generation pipeline. Narrative progression is represented as soft Rise/Fall states; candidate plot nodes are generated before structural constraints assemble archetype-conforming graphs. The same state then conditions encounter composition, objectives, rewards, and runtime difficulty adaptation, while a shared symbolic schema preserves narrative entities and gameplay configurations through content instantiation. Across 10 storylines, generated paths exhibit distinguishable archetypal trajectories, narrative threat predicts damage taken by a threat-blind combat agent, and generate-first-constrain-later yields 2.6 times the entity diversity of a hierarchical baseline. A 16-participant study further suggests that propagated Rise/Fall distinctions can remain meaningful during play, while also supporting narrative understanding and creator-oriented interpretation.
Yunge Wen, Chenliang Huang, Hangyu Zhou +6
Apr 28, 2026cs.AI

DRIVE: Modeling Skills at the Reasoning and Interaction Levels for Web Agents under Continual Learning

Web agents require both high-level reasoning (for task decomposition) and low-level interactions (for page elements manipulation) to conduct different tasks. However, these knowledge types differ fundamentally: reasoning knowledge (e.g., booking a flight requires first searching for routes) is abstract and transferable across websites, while interaction knowledge (e.g., clicking the Search button at a specific coordinate on Site A) depends heavily on page-specific contexts. Existing methods store experiences uniformly. This creates a dilemma: abstract representations lose executability on concrete pages, while concrete representations fail to generalize across domains. This entanglement limits capability accumulation: on new websites, agents either fail to recognize reusable task logic due to surface-level differences or attempt infeasible actions from outdated page structures. To disentangle them, we propose DRIVE, a dual-level skill modeling framework separating historical experience into natural language reasoning skills, which capture transferable task logic, and programmatic interaction skills, grounding abstract actions to executable operations. A scene-aware coordination mechanism adaptively retrieves and invokes these dual-level skills based on task semantics. DRIVE also uses skill-level reflection to identify hierarchy-specific failure modes, enabling targeted skill library expansion and refinement. Experiments across five WebArena domains show DRIVE attains an average task success rate of 52.8%, exceeding the skill-free baseline by 7.3 percentage points. Further ablations show reasoning and interaction skills provide distinct, complementary benefits, supporting separation of transferable task logic from executable page-level operations.
Xirui Liu, Sihang Zhou, Yanning Hou +6
Apr 23, 2026cs.CV

WorldMark: A Unified Benchmark Suite for Interactive Video World Models

Interactive video generation models such as Genie, YUME, HY-World, and Matrix-Game are advancing rapidly, yet every model is evaluated on its own benchmark with private scenes and trajectories, making fair cross-model comparison impossible. Existing public benchmarks offer useful metrics such as trajectory error, aesthetic scores, and VLM-based judgments, but none supplies the standardized test conditions -- identical scenes, identical action sequences, and a unified control interface -- needed to make those metrics comparable across models with heterogeneous inputs. We introduce WorldMark, the first benchmark that provides such a common playing field for interactive Image-to-Video world models. WorldMark contributes: (1) a unified action-mapping layer that translates a shared WASD-style action vocabulary into each model's native control format, enabling apples-to-apples comparison across six major models on identical scenes and trajectories; (2) a hierarchical test suite of 500 evaluation cases covering first- and third-person viewpoints, photorealistic and stylized scenes, and three difficulty tiers from Easy to Hard spanning 20-60s; and (3) a modular evaluation toolkit for Visual Quality, Control Alignment, and World Consistency, designed so that researchers can reuse our standardized inputs while plugging in their own metrics as the field evolves. We will release all data, evaluation code, and model outputs to facilitate future research. Beyond offline metrics, we launch World Model Arena (warena.ai), an online platform where anyone can pit leading world models against each other in side-by-side battles and watch the live leaderboard.
Xiaojie Xu, Zhengyuan Lin, Kang He +5
Jan 15, 2026cs.CL

DR-Arena: an Automated Evaluation Framework for Deep Research Agents

As Large Language Models (LLMs) increasingly operate as Deep Research (DR) Agents capable of autonomous investigation and information synthesis, reliable evaluation of their task performance has become a critical bottleneck. Current benchmarks predominantly rely on static datasets, which suffer from several limitations: limited task generality, temporal misalignment, and data contamination. To address these, we introduce DR-Arena, a fully automated evaluation framework that pushes DR agents to their capability limits through dynamic investigation. DR-Arena constructs real-time Information Trees from fresh web trends to ensure the evaluation rubric is synchronized with the live world state, and employs an automated Examiner to generate structured tasks testing two orthogonal capabilities: Deep reasoning and Wide coverage. DR-Arena further adopts Adaptive Evolvement Loop, a state-machine controller that dynamically escalates task complexity based on real-time performance, demanding deeper deduction or wider aggregation until a decisive capability boundary emerges. Experiments with six advanced DR agents demonstrate that DR-Arena achieves a Spearman correlation of 0.94 with the LMSYS Search Arena leaderboard. This represents the state-of-the-art alignment with human preferences without any manual efforts, validating DR-Arena as a reliable alternative for costly human adjudication.
Yiwen Gao, Ruochen Zhao, Yang Deng +1
Dec 2, 2025cs.CV

PPTArena: A Benchmark for PowerPoint Editing

We introduce PPTArena, a benchmark for PowerPoint editing that evaluates how agents modify real slides from natural-language instructions. Unlike benchmarks that rely on image-PDF renderings or text-to-slide generation, PPTArena features 100 decks with over 1,300 human-curated edits across 2,125 slides, spanning text, charts, animations, and professional master styles. Each edit pairs a ground-truth deck with a target rubric and is scored by two Vision-Language Model (VLM) judges: one rates instruction following from structural diffs, the other visual quality from slide images. On top of this benchmark, we present PPTPilot, a structure-aware agent that plans semantic edit sequences, routes between programmatic tools and deterministic XML operations, and verifies each result in an iterative plan-edit-check loop. PPTPilot outperforms strong VLM-based agents by more than 10 percentage points on compound, layout-sensitive, and cross-slide edits, with large gains in visual fidelity and deck-wide consistency. Despite this, all agents still struggle on long-horizon, document-scale tasks, underscoring how hard reliable PowerPoint editing remains. We publicly release our code at https://github.com/michaelofengend/PPTArena .
Michael Ofengenden, Yunze Man, Ziqi Pang +2
Oct 18, 2025cs.AI

BuildArena: A Physics-Aligned Interactive Benchmark of LLMs for Engineering Construction

Engineering construction automation aims to transform natural language specifications into physically viable structures, requiring complex integrated reasoning under strict physical constraints. While modern LLMs possess broad knowledge and strong reasoning capabilities that make them promising candidates for this domain, their construction competencies remain largely unevaluated. To address this gap, we introduce BuildArena, the first physics-aligned interactive benchmark designed for language-driven engineering construction. Technically, it contributes to the community in two aspects: (1) an extendable task design strategy spanning static and dynamic mechanics across multiple difficulty tiers; (2) a 3D Spatial Geometric Computation Library for supporting construction based on language instructions. On nine frontier LLMs and three additional open-weight models, BuildArena comprehensively evaluates their capabilities for language-driven and physics-grounded construction automation. We release the code at https://github.com/AI4Science-WestlakeU/BuildArena to benefit construction automation in engineering applications.
Tian Xia, Tianrun Gao, Wenhao Deng +4
Mar 16, 2025q-bio.BM

GenShin: Guiding Rational Liposome Design by Ranking Liposomal Protein Corona through a Docking-Pose-Free GNN

Rational design of lipid nanoparticles (LNPs) for tissue-specific delivery critically depends on predicting the composition of the protein corona that forms on the lipid surface after intravenous administration. However, conventional characterization of the protein corona relies on costly and time-consuming mass spectrometry experiments, which require physically prepared liposome samples and therefore cannot serve as a pre-synthesis screening strategy for large candidate lipid spaces. The adsorption of plasma proteins onto liposomal surfaces is shaped by lipid chemical structures, protein properties and the biological environment, making this process difficult to simulate directly. In this work, we propose that scoring lipid-plasma protein pairs and ranking the resulting scores can provide a practical signal for revealing the relative composition of the liposomal surface protein corona.Here we introduce GenShin, a geometry-enhanced pose-free graph neural network designed to score lipid-plasma protein pairs. GenShin is pretrained on compound-protein affinity data to initialize a generalizable scoring function and is then fine-tuned on a rank fine-tuning dataset constructed from liposomal protein-corona abundance measurements to adapt the model to lipid-plasma protein pair scoring. Before fine-tuning, GenShin achieves competitive pose-free affinity prediction on the PDBbind v2016 benchmark compared with representative pose-dependent models. CASF-2016 perturbation experiments using the pretrained GenShin model further show that pose-dependent inference substantially degrades when intermolecular poses are unreliable, whereas GenShin remains stable without requiring such poses. This supports the practical advantage of GenShin for large-scale lipid-protein scoring.
Pingfei Zhu, Hongyi Liu, Xueyan Liu +2