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arXiv:2611.06704 · v1

Where It Breaks: Diagnosing Perception, Memory, and Decision Failures of a Vision-Language Agent in Pac-Man

首次提交 2026-11-05 00:04
版本更新 2026-11-05 00:04
雷达观测 2026-11-05 12:13
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摘要

Training an agent to play Pac-Man with only up, down, left and right actions raises a basic question: when performance is poor, what should be improved? Difficulty can arise from reading the screen or from choosing actions over a long sequence. We examine these problems in a Qwen3.5-9B-based agent through separate perception checks and primitive-policy reinforcement-learning studies. In the policy study, which uses textual boards to remove image transcription from the decision interface, completion on eight held-out mazes increased from 0% before this optimization to 80.2% at a selected checkpoint, with three extra lives. The perception checks show that accurate static screenshot reading can coexist with errors during interaction. A separate policy comparison also shows that further optimization can accompany worse action choices. Together, these findings motivate concrete checks for post-training: evaluate perception in use, distinguish training success from full-game validation, and examine decisions and later performance rather than relying on one selected score. The study provides empirical lessons for improving future agent training and evaluation.

作者备注:35 pages, 6 figures

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v1 · 2026-11-05 00:04 · 最新观测版本

Where It Breaks: Diagnosing Perception, Memory, and Decision Failures of a Vision-Language Agent in Pac-Man

Training an agent to play Pac-Man with only up, down, left and right actions raises a basic question: when performance is poor, what should be improved? Difficulty can arise from reading the screen or from choosing actions over a long sequence. We examine these problems in a Qwen3.5-9B-based agent through separate perception checks and primitive-policy reinforcement-learning studies. In the policy study, which uses textual boards to remove image transcription from the decision interface, completion on eight held-out mazes increased from 0% before this optimization to 80.2% at a selected checkpoint, with three extra lives. The perception checks show that accurate static screenshot reading can coexist with errors during interaction. A separate policy comparison also shows that further optimization can accompany worse action choices. Together, these findings motivate concrete checks for post-training: evaluate perception in use, distinguish training success from full-game validation, and examine decisions and later performance rather than relying on one selected score. The study provides empirical lessons for improving future agent training and evaluation.

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