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This research investigates the application of Vision Language Models (VLMs) for annotating video game frames to generate reward signals, primarily aiding offline reinforcement learning and conditioned training tasks. The study highlights significant challenges in handling synthetic scenarios with unrealistic physics but proposes practical countermeasures like output mixing and prompt optimization to improve annotation quality while managing token consumption.
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VLMs for Videogame Data Annotation

arXiv2 min read

arXiv:2608.05949v1 Announce Type: cross Abstract: Vision Language Models (VLMs) and Artificial Intelligence (AI) agents have revolutionized how engineers approach complex problems in real-world applications. Their adoption in video games is on the other hand limited by the extreme variability of the synthetic scenarios and their poor compliance with real-world physics. Here we investigate the use of VLMs for annotating video game frame sequences with reward signals, a task with several potential applications including, among others, conditioned training and offline reinforcement learning. We show that VLMs often struggle to answer basic questions on racing video games (although we observed a similar behavior on other game genres) and discuss countermeasures such as VLM output mixing and prompt optimization. We also show how input sequence length, resolution, and question batching affect the annotation quality and its token consumption.

Abstract:Vision Language Models (VLMs) and Artificial Intelligence (AI) agents have revolutionized how engineers approach complex problems in real-world applications. Their adoption in video games is on the other hand limited by the extreme variability of the synthetic scenarios and their poor compliance with real-world physics. Here we investigate the use of VLMs for annotating video game frame sequences with reward signals, a task with several potential applications including, among others, conditioned training and offline reinforcement learning. We show that VLMs often struggle to answer basic questions on racing video games (although we observed a similar behavior on other game genres) and discuss countermeasures such as VLM output mixing and prompt optimization. We also show how input sequence length, resolution, and question batching affect the annotation quality and its token consumption.

Artificial Intelligence (cs.AI); Computer Vision and Pattern Recognition (cs.CV); Machine Learning (cs.LG)

arXiv:2608.05949 [cs.AI]

(or arXiv:2608.05949v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2608.05949 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 233 words

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