RTSGameBench: An RTS Benchmark for Strategic Reasoning by Vision-Language Models
arXiv AIArchived Jun 18, 2026✓ Full text saved
arXiv:2606.18950v1 Announce Type: new Abstract: Modern Vision-Language Models (VLMs) often struggle with strategic reasoning, i.e., anticipating and influencing other agents' actions, under uncertainty in competitive and cooperative settings. Real-time strategy (RTS) games can be a natural testbed for diagnosing this limitation, as they demand coordination with allies, adaptation to opponents' strategy, and long-horizon planning under partial observability. However, existing RTS benchmarks offer
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✦ AI Summary· Claude Sonnet
Computer Science > Artificial Intelligence
[Submitted on 17 Jun 2026]
RTSGameBench: An RTS Benchmark for Strategic Reasoning by Vision-Language Models
San Kim, Daechul Ahn, Reokyoung Kim, Hyeonbeom Choi, Seungyeon Jwa, Jonghyun Choi
Modern Vision-Language Models (VLMs) often struggle with strategic reasoning, i.e., anticipating and influencing other agents' actions, under uncertainty in competitive and cooperative settings. Real-time strategy (RTS) games can be a natural testbed for diagnosing this limitation, as they demand coordination with allies, adaptation to opponents' strategy, and long-horizon planning under partial observability. However, existing RTS benchmarks offer limited evaluation scope, lack systematic competency diagnosis, and remain fixed in the pre-designed scenario coverage. To address these limitations, we present RTSGameBench, which is built on Beyond All Reason, a large-scale RTS game with an expanded battlefield that demands broader strategy diversity than the existing testbeds. The proposed benchmark provides evaluations through diverse gameplay across various matchup structures, diagnostic assessment via mini-games, each targeting an individual strategic competency, and extensible coverage via a self-evolving generation framework that converts free-form queries into new mini-games, improving over successive cycles. Additionally, for VLMs to operate in large-scale RTS games, we provide RTSGameAgent that manages units by an FSM with agentic memory. We empirically validate that multiple state-of-the-art VLMs do not perform well when matchups demand tighter coordination, multiagent coordination and when task scale increases.
Comments: First two authors contributed equally
Subjects: Artificial Intelligence (cs.AI)
Cite as: arXiv:2606.18950 [cs.AI]
(or arXiv:2606.18950v1 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2606.18950
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From: Daechul Ahn [view email]
[v1] Wed, 17 Jun 2026 11:32:51 UTC (28,671 KB)
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