Evaluating VLMs for Agent-Driven Geometry Clipping Detection in Game QA

Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA

精选理由

这篇论文用六种VLM检测游戏里的几何裁剪bug,发现Gemini最稳,开源模型要看怎么问提示词。想了解VLM实际落地坑点的可以看看。

AI 摘要

该研究探索了视觉语言模型(VLMs)在基于agent的游戏QA管道中检测几何裁剪异常。自定义探索agent收集视觉数据,自动标注管道提供帧级标签。零样本设置下测试了Gemini、GPT、Qwen、Gemma、Llama和Ministral六种VLM及四种提示变体。Gemini-3.1-Flash在总体准确率和提示鲁棒性上表现最佳,开源模型则对提示设计敏感。当前VLMs更适合作为多阶段QA管道中的高召回候选过滤器。

原文 · arXiv cs.AI

Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA

In this work, we study the use of Vision-Language Models (VLMs) for anomaly detection in an agent-driven game Quality Assurance (QA) pipeline focusing on geometry clipping. In this evaluation, a custom exploration agent navigates a game level to collect visual observations, while the automatic annotation pipeline provides frame-level clipping labels. This setup allows us to evaluate recent VLMs on a controlled anomaly detection task without manual annotation. We benchmark six recent VLMs (Gemini, GPT, Qwen, Gemma, Llama, and Ministral) under a zero-shot prompting setting and analyse their sensitivity to four prompt variants. Our results show that while the VLMs can capture visual cues associated with geometry clipping, they all produce substantial false positives on visually ambiguous frames such as near-contact geometry and partial occlusions. Gemini-3.1-Flash achieves the best overall accuracy and is the most robust to prompt variation, while open-source models exhibit large precision--recall swings depending on the prompt design. These findings suggest that current VLMs are best suited as high-recall candidate filters within multi-stage QA pipelines rather than as standalone bug detectors.

Evaluating VLMs for Agent-Driven Geometry Clipping Detection in Game QA · AI 热点