new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Jul 16

RESP: Reference-guided Sequential Prompting for Visual Glitch Detection in Video Games

Visual glitches in video games degrade player experience and perceived quality, yet manual quality assurance cannot scale to the growing test surface of modern game development. Prior automation efforts, particularly those using vision-language models (VLMs), largely operate on single frames or rely on limited video-level baselines that struggle under realistic scene variation, making robust video-level glitch detection challenging. We present RESP, a practical multi-frame framework for gameplay glitch detection with VLMs. Our key idea is reference-guided prompting: for each test frame, we select a reference frame from earlier in the same video, establishing a visual baseline and reframing detection as within-video comparison rather than isolated classification. RESP sequentially prompts the VLM with reference/test pairs and aggregates noisy frame predictions into a stable video-level decision without fine-tuning the VLM. To enable controlled analysis of reference effects, we introduce RefGlitch, a synthetic dataset of manually labeled reference/test frame pairs with balanced coverage across five glitch types. Experiments across five VLMs and three datasets (one synthetic, two real-world) show that reference guidance consistently strengthens frame-level detection and that the improved frame-level evidence reliably transfers to stronger video-level triage under realistic QA conditions. Code and data are available at: https://github.com/PipiZong/RESP_code.git{this https URL}.

  • 7 authors
·
Apr 12

Open-Ended Video Game Glitch Detection with Agentic Reasoning and Temporal Grounding

Open-ended video game glitch detection aims to identify glitches in gameplay videos, describe them in natural language, and localize when they occur. Unlike conventional game glitch understanding tasks which have largely been framed as image-level recognition or closed-form question answering, this task requires reasoning about game-specific dynamics such as mechanics, physics, rendering, animation, and expected state transitions directly over continuous gameplay videos and distinguishing true glitches from unusual but valid in-game events. To support this task, we introduce VideoGlitchBench, the first benchmark for open-ended video game glitch detection with temporal localization. VideoGlitchBench contains 5,238 gameplay videos from 120 games, each annotated with detailed glitch descriptions and precise temporal spans, enabling unified evaluation of semantic understanding and temporal grounding. We further propose GliDe, an agentic framework with three key components: a game-aware contextual memory for informed reasoning, a debate-based reflector for multi-perspective glitch detection and verification, and an event-level grounding module that recovers complete glitch intervals from fragmented temporal evidence. We also design a task-specific evaluation protocol that jointly measures semantic fidelity and temporal accuracy. Experiments show that this task remains highly challenging for current multimodal models, while GliDe achieves substantially stronger performance than corresponding vanilla model baselines.

  • 6 authors
·
Apr 23

Eliciting and Analyzing Emergent Misalignment in State-of-the-Art Large Language Models

Despite significant advances in alignment techniques, we demonstrate that state-of-the-art language models remain vulnerable to carefully crafted conversational scenarios that can induce various forms of misalignment without explicit jailbreaking. Through systematic manual red-teaming with Claude-4-Opus, we discovered 10 successful attack scenarios, revealing fundamental vulnerabilities in how current alignment methods handle narrative immersion, emotional pressure, and strategic framing. These scenarios successfully elicited a range of misaligned behaviors, including deception, value drift, self-preservation, and manipulative reasoning, each exploiting different psychological and contextual vulnerabilities. To validate generalizability, we distilled our successful manual attacks into MISALIGNMENTBENCH, an automated evaluation framework that enables reproducible testing across multiple models. Cross-model evaluation of our 10 scenarios against five frontier LLMs revealed an overall 76% vulnerability rate, with significant variations: GPT-4.1 showed the highest susceptibility (90%), while Claude-4-Sonnet demonstrated greater resistance (40%). Our findings demonstrate that sophisticated reasoning capabilities often become attack vectors rather than protective mechanisms, as models can be manipulated into complex justifications for misaligned behavior. This work provides (i) a detailed taxonomy of conversational manipulation patterns and (ii) a reusable evaluation framework. Together, these findings expose critical gaps in current alignment strategies and highlight the need for robustness against subtle, scenario-based manipulation in future AI systems.

AIM-Intelligence AIM Intelligence
·
Aug 6, 2025

GameIR: A Large-Scale Synthesized Ground-Truth Dataset for Image Restoration over Gaming Content

Image restoration methods like super-resolution and image synthesis have been successfully used in commercial cloud gaming products like NVIDIA's DLSS. However, restoration over gaming content is not well studied by the general public. The discrepancy is mainly caused by the lack of ground-truth gaming training data that match the test cases. Due to the unique characteristics of gaming content, the common approach of generating pseudo training data by degrading the original HR images results in inferior restoration performance. In this work, we develop GameIR, a large-scale high-quality computer-synthesized ground-truth dataset to fill in the blanks, targeting at two different applications. The first is super-resolution with deferred rendering, to support the gaming solution of rendering and transferring LR images only and restoring HR images on the client side. We provide 19200 LR-HR paired ground-truth frames coming from 640 videos rendered at 720p and 1440p for this task. The second is novel view synthesis (NVS), to support the multiview gaming solution of rendering and transferring part of the multiview frames and generating the remaining frames on the client side. This task has 57,600 HR frames from 960 videos of 160 scenes with 6 camera views. In addition to the RGB frames, the GBuffers during the deferred rendering stage are also provided, which can be used to help restoration. Furthermore, we evaluate several SOTA super-resolution algorithms and NeRF-based NVS algorithms over our dataset, which demonstrates the effectiveness of our ground-truth GameIR data in improving restoration performance for gaming content. Also, we test the method of incorporating the GBuffers as additional input information for helping super-resolution and NVS. We release our dataset and models to the general public to facilitate research on restoration methods over gaming content.

  • 5 authors
·
Aug 29, 2024

Prompting4Debugging: Red-Teaming Text-to-Image Diffusion Models by Finding Problematic Prompts

Text-to-image diffusion models, e.g. Stable Diffusion (SD), lately have shown remarkable ability in high-quality content generation, and become one of the representatives for the recent wave of transformative AI. Nevertheless, such advance comes with an intensifying concern about the misuse of this generative technology, especially for producing copyrighted or NSFW (i.e. not safe for work) images. Although efforts have been made to filter inappropriate images/prompts or remove undesirable concepts/styles via model fine-tuning, the reliability of these safety mechanisms against diversified problematic prompts remains largely unexplored. In this work, we propose Prompting4Debugging (P4D) as a debugging and red-teaming tool that automatically finds problematic prompts for diffusion models to test the reliability of a deployed safety mechanism. We demonstrate the efficacy of our P4D tool in uncovering new vulnerabilities of SD models with safety mechanisms. Particularly, our result shows that around half of prompts in existing safe prompting benchmarks which were originally considered "safe" can actually be manipulated to bypass many deployed safety mechanisms, including concept removal, negative prompt, and safety guidance. Our findings suggest that, without comprehensive testing, the evaluations on limited safe prompting benchmarks can lead to a false sense of safety for text-to-image models.

  • 5 authors
·
Sep 12, 2023

Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft

Reproducing game bugs, particularly crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate; insights from a key decision maker from Minecraft we interviewed confirm this, highlighting that a substantial portion of crash reports necessitate manual scenario reconstruction. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. On BugCraft-Bench, our framework end-to-end reproduced 34.9% of crash bugs with GPT-4.1, outperforming baseline computer-use models by 37%. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. Finally, we make our code open at https://bugcraft2025.github.io

  • 3 authors
·
Mar 25, 2025 1

Beyond Single-Turn: A Survey on Multi-Turn Interactions with Large Language Models

Recent advancements in large language models (LLMs) have revolutionized their ability to handle single-turn tasks, yet real-world applications demand sophisticated multi-turn interactions. This survey provides a comprehensive review of recent advancements in evaluating and enhancing multi-turn interactions in LLMs. Focusing on task-specific scenarios, from instruction following in diverse domains such as math and coding to complex conversational engagements in roleplay, healthcare, education, and even adversarial jailbreak settings, we systematically examine the challenges of maintaining context, coherence, fairness, and responsiveness over prolonged dialogues. The paper organizes current benchmarks and datasets into coherent categories that reflect the evolving landscape of multi-turn dialogue evaluation. In addition, we review a range of enhancement methodologies under multi-turn settings, including model-centric strategies (contextual learning, supervised fine-tuning, reinforcement learning, and new architectures), external integration approaches (memory-augmented, retrieval-based methods, and knowledge graph), and agent-based techniques for collaborative interactions. Finally, we discuss open challenges and propose future directions for research to further advance the robustness and effectiveness of multi-turn interactions in LLMs. Related resources and papers are available at https://github.com/yubol-cmu/Awesome-Multi-Turn-LLMs.

  • 7 authors
·
Apr 7, 2025

Agentic Misalignment: How LLMs Could Be Insider Threats

We stress-tested 16 leading models from multiple developers in hypothetical corporate environments to identify potentially risky agentic behaviors before they cause real harm. In the scenarios, we allowed models to autonomously send emails and access sensitive information. They were assigned only harmless business goals by their deploying companies; we then tested whether they would act against these companies either when facing replacement with an updated version, or when their assigned goal conflicted with the company's changing direction. In at least some cases, models from all developers resorted to malicious insider behaviors when that was the only way to avoid replacement or achieve their goals - including blackmailing officials and leaking sensitive information to competitors. We call this phenomenon agentic misalignment. Models often disobeyed direct commands to avoid such behaviors. In another experiment, we told Claude to assess if it was in a test or a real deployment before acting. It misbehaved less when it stated it was in testing and misbehaved more when it stated the situation was real. We have not seen evidence of agentic misalignment in real deployments. However, our results (a) suggest caution about deploying current models in roles with minimal human oversight and access to sensitive information; (b) point to plausible future risks as models are put in more autonomous roles; and (c) underscore the importance of further research into, and testing of, the safety and alignment of agentic AI models, as well as transparency from frontier AI developers (Amodei, 2025). We are releasing our methods publicly to enable further research.

  • 8 authors
·
Oct 15, 2025

Trimming the Long-Tail of Visual World Modeling Evaluation

Physical interactions follow a long-tailed distribution: a set of common and regular interactions dominates human experience and visual data, while a broad spectrum of rare and irregular interactions remains underrepresented. Although recent visual world models, including image and video generation models, achieve impressive realism on existing benchmarks, they primarily focus on simulating common physical interactions. This raises a central question: Do current visual world models internalize and generalize physical principles? In this work, we introduce Tailor-Bench, a benchmark that challenges world models to simulate irregular physical interactions. To enable systematic evaluation, we design three scenario modes that progressively challenge model reasoning: Regular scenarios reflect common tool-task pairs, Unconventional scenarios replace conventional tools with attribute-compatible substitutes to test affordance generalization, and Impossible scenarios introduce attribute-violating tools to probe constraint awareness. Additionally, we design two complementary settings under a unified evaluation protocol: predictive generation requires inferring outcomes without guidance, while descriptive generation specifies the target outcome for faithful realization. Our experimental results reveal a clear long-tail gap in physical world modeling: performance degrades from Regular to Unconventional and Impossible scenarios, indicating limited generalization beyond common interactions. Failure analysis further shows that models rely on superficial visual patterns: image models fail to realize correct state changes, while video models further suffer from temporal inconsistencies.

Concept Incongruence: An Exploration of Time and Death in Role Playing

Consider this prompt "Draw a unicorn with two horns". Should large language models (LLMs) recognize that a unicorn has only one horn by definition and ask users for clarifications, or proceed to generate something anyway? We introduce concept incongruence to capture such phenomena where concept boundaries clash with each other, either in user prompts or in model representations, often leading to under-specified or mis-specified behaviors. In this work, we take the first step towards defining and analyzing model behavior under concept incongruence. Focusing on temporal boundaries in the Role-Play setting, we propose three behavioral metrics--abstention rate, conditional accuracy, and answer rate--to quantify model behavior under incongruence due to the role's death. We show that models fail to abstain after death and suffer from an accuracy drop compared to the Non-Role-Play setting. Through probing experiments, we identify two main causes: (i) unreliable encoding of the "death" state across different years, leading to unsatisfactory abstention behavior, and (ii) role playing causes shifts in the model's temporal representations, resulting in accuracy drops. We leverage these insights to improve consistency in the model's abstention and answer behaviors. Our findings suggest that concept incongruence leads to unexpected model behaviors and point to future directions on improving model behavior under concept incongruence.

  • 4 authors
·
May 20, 2025