Jasin Cekinmez, Addison J. Wu, Haotian Xia +11cs.AI cs.CV
Vision--language models have become increasingly capable of interpreting visual scenes, but it remains unclear whether they can use information to make strategically effective decisions. We investigate this question in soccer, where models observe the seconds preceding an on-ball decision and must choose whether to shoot or pass to a specific teammate. Unlike conventional visual-understanding tasks, soccer enables decisions to be evaluated quantitatively by estimating the value of every available action. We introduce SportD, a benchmark comprising 478 on-ball decisions from the 2022 FIFA World Cup. Each model choice is evaluated against a possession-value model that estimates the action that most increases the attacking team's probability of scoring, allowing us to measure both optimal-action accuracy and the value forfeited by suboptimal decisions. Across three frontier VLMs, the best selects the highest-valued action on 31.4% of events, compared with 38.9% for the professional players, and all models incur significantly greater regret. Further analysis reveals a systematic preference for lower-variance and lower-reward actions: VLMs shoot less often and select substantially less progressive passes than either the optimal policy or the real players. The models also reproduce the player's specific action above chance even when that action is suboptimal, suggesting partial imitation of familiar play patterns rather than consistent evaluation of counterfactual alternatives. SportD provides a value-grounded testbed for measuring physical strategic reasoning in VLMs.
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.