cs.AI updates on arXiv.org 10月29日 12:31
LLMs在VR游戏操作中的能力评估
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本文介绍了一个评估大型语言模型(LLMs)将语义动作转换为VR设备操作序列的基准测试,通过对比不同LLMs的表现,揭示了LLMs在VR游戏操作中的能力及其局限。

arXiv:2510.24706v1 Announce Type: cross Abstract: Virtual Reality (VR) games require players to translate high-level semantic actions into precise device manipulations using controllers and head-mounted displays (HMDs). While humans intuitively perform this translation based on common sense and embodied understanding, whether Large Language Models (LLMs) can effectively replicate this ability remains underexplored. This paper introduces a benchmark, ComboBench, evaluating LLMs' capability to translate semantic actions into VR device manipulation sequences across 262 scenarios from four popular VR games: Half-Life: Alyx, Into the Radius, Moss: Book II, and Vivecraft. We evaluate seven LLMs, including GPT-3.5, GPT-4, GPT-4o, Gemini-1.5-Pro, LLaMA-3-8B, Mixtral-8x7B, and GLM-4-Flash, compared against annotated ground truth and human performance. Our results reveal that while top-performing models like Gemini-1.5-Pro demonstrate strong task decomposition capabilities, they still struggle with procedural reasoning and spatial understanding compared to humans. Performance varies significantly across games, suggesting sensitivity to interaction complexity. Few-shot examples substantially improve performance, indicating potential for targeted enhancement of LLMs' VR manipulation capabilities. We release all materials at https://sites.google.com/view/combobench.

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LLMs VR游戏 语义动作 操作能力
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