← 研踪 PaperTrailarXiv:2611.03685 · v2
LOLPlay: Benchmarking Real-Time Visual Agents in League of Legends
首次提交 2026-10-25 19:39
版本更新 2026-11-11 23:28
雷达观测 2026-11-13 14:16
摘要
Visual agents need to coordinate reasoning and action while their environment evolves during inference. We introduce LOLPlay, a benchmark in native League of Legends with 36 champion-specific tasks spanning resource management, combat, cooperation, and objectives. Agents interact through screenshots and mouse-keyboard actions; automated initialization and 82 executable subgoal checks distinguish partial progress from completion. Across 324 task evaluations of three models at three reasoning-effort settings, GPT-6 Astra achieves the highest task success rate of 25.0% at low and medium effort, and the highest subgoal success rate of 40.3% at medium effort. However, high effort improves neither metric over low effort for any model. For Astra, longer requests leave fewer interaction rounds, suggesting a cost to additional reasoning in real-time control. Trajectories reveal incomplete subgoal composition and actions executing after the observed scene changes, motivating agents that combine visual reasoning with timely action.
观测到的版本
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v2 · 2026-11-11 23:28 · 最新观测版本
LOLPlay: Benchmarking Real-Time Visual Agents in League of Legends
Visual agents need to coordinate reasoning and action while their environment evolves during inference. We introduce LOLPlay, a benchmark in native League of Legends with 36 champion-specific tasks spanning resource management, combat, cooperation, and objectives. Agents interact through screenshots and mouse-keyboard actions; automated initialization and 82 executable subgoal checks distinguish partial progress from completion. Across 324 task evaluations of three models at three reasoning-effort settings, GPT-6 Astra achieves the highest task success rate of 25.0% at low and medium effort, and the highest subgoal success rate of 40.3% at medium effort. However, high effort improves neither metric over low effort for any model. For Astra, longer requests leave fewer interaction rounds, suggesting a cost to additional reasoning in real-time control. Trajectories reveal incomplete subgoal composition and actions executing after the observed scene changes, motivating agents that combine visual reasoning with timely action.
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