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Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA
arXiv cs.AI · 发布于 · 阅读约3分钟
30秒读懂
- 发生了什么
- Researchers evaluated six Vision-Language Models for detecting geometry clipping bugs in video games using autonomous agents and zero-shot prompting.
- 为何重要
- Game QA engineers considering automated visual bug detection should understand VLM capabilities and limitations for this specific anomaly detection task.
- 注意
- All tested VLMs produced substantial false positives on ambiguous frames like near-contact geometry and partial occlusions, limiting standalone use.
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Computer Science > Computer Vision and Pattern Recognition
arXiv:2607.25921v1 (cs)
[Submitted on 28 Jul 2026]
Title: Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA
Authors: Carlos Celemin , Benedict Wilkins , Adrián Barahona-Ríos , Saman Zadtootaghaj , Nabajeet Barman
View a PDF of the paper titled Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA, by Carlos Celemin and 4 other authors
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Abstract: 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 achi
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- agent
- language model
- prompt
- gpt
- gemini
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