V-MAGE: A Game Evaluation Framework for Assessing Vision-Centric Capabilities in Multimodal Large Language Models
Paper · 2026 · Xiangxi Zheng, Linjie Li, Zhengyuan Yang et al.
Summary
Most multimodal benchmarks test MLLMs on fixed image–text pairs, or on text-based and grid-based games that can be reduced to symbols. These setups miss the motion, timing and spatial dynamics that matter in interactive settings. V-MAGE fills this gap with five arcade-style video games played in continuous space, split into more than 30 levels of graded difficulty. Models see only screenshots plus a rule prompt.
The framework has three parts: a game module, an agent module and the model. The game freezes while the model decides, so slow serving infrastructure does not penalize a model. An ELO-style rating combines results across games and levels whose raw scores are on different scales.
Leading MLLMs come close to human players on easy levels but fall well behind on complex ones. The authors trace this to three causes:
- weak perception across multiple frames,
- "anchoring bias," where a model keeps repeating earlier reasoning instead of reacting to new frames,
- flawed planning, which persists even when perception is not the bottleneck.
The benchmark therefore offers a diagnostic sandbox for building vision-grounded agents.
Key points
- Games: FlappyBird, Race, SuperMario, Pong and TempestRun, totaling 30+ levels. Code is at github.com/CSU-JPG/V-MAGE.
- Anchoring bias in FlappyBird:
- On average, Qwen2.5VL 72B produced 19.3 responses for each shift in its reasoning, whereas GPT-4o needed just 1.6.
- Across games, how rarely a model updates its reasoning correlates negatively with its ELO (average Pearson r = −0.72).
- The authors manually annotated 494 sampled GPT-4o interactions. Perception errors dominated, especially misjudged directions, followed by reasoning errors such as misreading history or choosing poor actions.
- GPT-4o made almost no instruction-following errors. Inconsistency errors, where the model kept switching choices, sometimes caused timeouts.
- The authors list the limited scale and complexity of the included games as the main limitation.
Institutions
Fields, topics and concepts
📚 Shelves 4The field of science this work belongs to (OpenAlex fields).Computer Science · 16,667 worksComputer Vision and Pattern Recognition · 2,869 worksEngineering · 133 worksControl and Systems Engineering · 45 works
🧭 Topics 2Research subjects and languages the work is about.Language models & pretraining · 3,320 worksVision & language · 657 works
Cite
Cite as Xiangxi Zheng, Linjie Li, Zhengyuan Yang, Ping Yu, Alex Jinpeng Wang, Rui Yan, Yuan Yao and Lijuan Wang. 2026. V-MAGE: A Game Evaluation Framework for Assessing Vision-Centric Capabilities in Multimodal Large Language Models. Findings of the Association for Computational Linguistics: ACL 2026.
@inproceedings{zheng2026v,
title = {{V-MAGE: A Game Evaluation Framework for Assessing Vision-Centric Capabilities in Multimodal Large Language Models}},
author = {Xiangxi Zheng, Linjie Li, Zhengyuan Yang, Ping Yu, Alex Jinpeng Wang, Rui Yan, Yuan Yao and Lijuan Wang},
booktitle = {Findings of the Association for Computational Linguistics: ACL 2026},
year = {2026},
doi = {10.18653/v1/2026.findings-acl.878},
url = {https://doi.org/10.18653/v1/2026.findings-acl.878}
}References
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