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This article introduces LM Fight Arena, a novel benchmarking framework that evaluates large multimodal models (LMMs) through real-time gameplay in Mortal Kombat II. By requiring agents to interpret visual frames and execute tactical decisions under adversarial pressure, the study addresses critical gaps in existing static evaluations of strategic reasoning capabilities. The work offers a reproducible method for assessing how well LMMs perform in dynamic, interactive environments rather than just controlled datasets.
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LM Fight Arena: Benchmarking Large Multimodal Models via Game Competition

arXiv2 min read

arXiv:2510.08928v2 Announce Type: replace Abstract: Existing benchmarks for large multimodal models (LMMs) often fail to capture their performance in real-time, adversarial environments. We introduce LM Fight Arena (Large Model Fight Arena), a novel framework that evaluates LMMs by pitting them against each other in the classic fighting game Mortal Kombat II, a task requiring rapid visual understanding and tactical, sequential decision-making. In a controlled tournament, we test six leading open- and closed-source models, where each agent operates controlling the same character to ensure a fair comparison. The models are prompted to interpret game frames and state data to select their next actions. Unlike static evaluations, LM Fight Arena provides a fully automated, reproducible, and objective assessment of an LMM's strategic reasoning capabilities in a dynamic setting. This work introduces a challenging and engaging benchmark that bridges the gap between AI evaluation and interactive entertainment.

Abstract:Existing benchmarks for large multimodal models (LMMs) often fail to capture their performance in real-time, adversarial environments. We introduce LM Fight Arena (Large Model Fight Arena), a novel framework that evaluates LMMs by pitting them against each other in the classic fighting game Mortal Kombat II, a task requiring rapid visual understanding and tactical, sequential decision-making. In a controlled tournament, we test six leading open- and closed-source models, where each agent operates controlling the same character to ensure a fair comparison. The models are prompted to interpret game frames and state data to select their next actions. Unlike static evaluations, LM Fight Arena provides a fully automated, reproducible, and objective assessment of an LMM's strategic reasoning capabilities in a dynamic setting. This work introduces a challenging and engaging benchmark that bridges the gap between AI evaluation and interactive entertainment.

Artificial Intelligence (cs.AI)

arXiv:2510.08928 [cs.AI]

(or arXiv:2510.08928v2 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2510.08928 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 231 words

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