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RTSGameBench: An RTS Benchmark for Strategic Reasoning by Vision-Language Models

arXiv AI Archived 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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    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 Focus to learn more Submission history From: Daechul Ahn [view email] [v1] Wed, 17 Jun 2026 11:32:51 UTC (28,671 KB) Access Paper: HTML (experimental) view license Current browse context: cs.AI < prev   |   next > new | recent | 2026-06 Change to browse by: cs References & Citations NASA ADS Google Scholar Semantic Scholar Export BibTeX Citation Bookmark Bibliographic Tools Bibliographic and Citation Tools Bibliographic Explorer Toggle Bibliographic Explorer (What is the Explorer?) Connected Papers Toggle Connected Papers (What is Connected Papers?) Litmaps Toggle Litmaps (What is Litmaps?) scite.ai Toggle scite Smart Citations (What are Smart Citations?) Code, Data, Media Demos Related Papers About arXivLabs Which authors of this paper are endorsers? | Disable MathJax (What is MathJax?)
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    arXiv AI
    Category
    ◬ AI & Machine Learning
    Published
    Jun 18, 2026
    Archived
    Jun 18, 2026
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