BALROG

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BALROG
Overview
Full name Benchmarking Agentic LLM and VLM Reasoning On Games
Abbreviation BALROG
Description A benchmark evaluating agentic LLM and VLM capabilities through diverse challenging game environments
Release date 2024-11
Latest version 1.0
Benchmark updated 2025-04
Authors Davide PaglieriBartłomiej CupiałSam CowardUlyana PiterbargMaciej WołczykAkbir KhanEduardo PignatelliŁukasz KucińskiLerrel PintoRob FergusJakob Nicolaus FoersterJack Parker-HolderTim Rocktäschel
Organization UCL DARK LabOxfordNYU
Technical Details
Type Agentic ReasoningGame-Based EvaluationLong-Horizon Planning
Modality Text (LLM)Vision + Text (VLM)
Task format Interactive game environments
Number of tasks 6 game environments (procedurally generated instances)
Total examples Unlimited (procedural generation)
Evaluation metric Progress percentageTask completion
Domains Spatial reasoningPlanningExplorationProblem-solving
Languages English
Performance
Human performance Non-expert: seconds to minutes; Expert: varies by game
Baseline Varies by environment
SOTA score 43.6% (LLM), 35.7% (VLM)
SOTA model Grok-4 (LLM), Gemini-2.5-Pro-Exp-03-25 (VLM)
SOTA date 2025
Saturated No
Resources
Website Official website
Paper Paper
GitHub Repository
Dataset [N/A (procedural generation) Download]
License Open source



BALROG (Benchmarking Agentic LLM and VLM Reasoning On Games) is a comprehensive artificial intelligence benchmark designed to evaluate the agentic capabilities of large language models (LLMs) and vision-language models (VLMs) through diverse and challenging game environments. Released in November 2024 by researchers from University College London's DARK Lab, Oxford University, and New York University[1], BALROG addresses the critical need to assess AI systems' ability to plan, reason spatially, and explore in dynamic, interactive environments over extended time horizons.

Overview

BALROG represents a significant advancement in AI evaluation by moving beyond static benchmarks to test models in interactive, procedurally generated game environments. The benchmark incorporates six diverse games ranging from simple grid-based tasks solvable by non-experts in seconds to complex roguelike adventures that take humans years to master. By requiring agents to make sequential decisions, adapt to changing environments, and pursue long-term goals, BALROG reveals fundamental limitations in current AI systems' reasoning and decision-making capabilities.

Key Innovation

Unlike traditional benchmarks that can be solved through memorization or pattern matching, BALROG's procedurally generated environments ensure that models must genuinely understand and reason about their surroundings. The benchmark uniquely offers both text-based (LLM) and vision-based (VLM) evaluation modes, enabling direct comparison of how different input modalities affect agent performance.

Game Environments

BALROG evaluates agents across six carefully selected game environments, each testing different aspects of intelligence:

Environment Details

Game Type Difficulty Key Skills Tested Time to Master
BabyAI Grid-based instruction following Easy Language understanding, navigation Minutes
Crafter Survival crafting game Medium Resource management, planning Hours
TextWorld Text adventure Medium Natural language understanding, exploration Hours
Baba Is AI Rule manipulation puzzle Hard Logical reasoning, creativity Days
MiniHack Roguelike dungeon crawler Hard Tactical planning, adaptation Weeks
NetHack Complex roguelike Extreme Long-term strategy, vast knowledge Years

Why These Games?

Each game was selected for specific reasons:

Game Selection Rationale Unique Contribution
BabyAI Tests basic instruction following Baseline language grounding
Crafter Open-ended survival challenges Resource optimization
TextWorld Pure text-based reasoning Language-only evaluation
Baba Is AI Meta-level rule manipulation Abstract reasoning
MiniHack Controlled complexity roguelike Tactical decision-making
NetHack Ultimate complexity test Long-horizon planning

Evaluation Methodology

Performance Metrics

BALROG uses several metrics to evaluate agent performance:

Metric Description Calculation
**Progress %** Percentage of game objectives completed (Completed objectives / Total objectives) × 100
**Success Rate** Binary task completion Number of successful runs / Total runs
**Efficiency** Steps taken to achieve goals Compared to human baseline
**Exploration** Coverage of game state space Unique states visited / Possible states
**Adaptation** Learning from failures Performance improvement over episodes

Evaluation Protocol

1. **Environment Initialization**: Random seed generates unique game instance 2. **Agent Deployment**: Model receives initial observation 3. **Action Loop**: Agent takes actions based on observations 4. **Feedback Processing**: Environment provides new state and rewards 5. **Termination**: Episode ends on success, failure, or timeout 6. **Aggregation**: Results averaged across multiple random seeds

Input Modalities

BALROG supports two evaluation modes:

Mode Input Type Advantages Challenges
**LLM Mode** Text descriptions Rich semantic information Lacks spatial details
**VLM Mode** Visual + text Complete information Requires visual reasoning

Performance Results

Current Leaderboard (2025)

LLM Performance

Rank Model Overall Progress % BabyAI Crafter TextWorld Baba Is AI MiniHack NetHack
1 Grok-4 43.6% 82% 45% 68% 35% 28% 4%
2 GPT-4o 41.2% 78% 42% 65% 32% 25% 5%
3 Claude 3.5 Sonnet 38.9% 75% 40% 62% 30% 22% 4%
4 DeepSeek-R1-671B 37.5% 73% 38% 60% 28% 20% 6%
5 Gemini 2.0 Pro 35.8% 70% 35% 58% 25% 18% 9%

VLM Performance

Rank Model Overall Progress % BabyAI Crafter Baba Is AI MiniHack NetHack
1 Gemini-2.5-Pro-Exp-03-25 35.7% 68% 38% 28% 32% 13%
2 GPT-4V 32.4% 65% 35% 25% 28% 9%
3 Claude 3.5 Vision 30.1% 62% 32% 22% 25% 10%
4 Llama 3.2 Vision 25.8% 55% 28% 18% 20% 8%

Key Findings

Vision Deficiency Paradox

One of BALROG's most surprising findings is that VLMs consistently underperform LLMs despite having access to richer visual information[1]:

Observation Impact Potential Cause
VLMs score 5-10% lower Counterintuitive result Visual processing interferes with reasoning
Spatial errors increase More collision mistakes Poor visual-spatial grounding
Slower decision-making Longer inference times Processing overhead

Game-Specific Insights

Game Best Performance Key Challenge Failure Mode
BabyAI 82% (Grok-4) Multi-step instructions Forgetting earlier objectives
Crafter 45% (Grok-4) Resource prioritization Suboptimal crafting sequences
TextWorld 68% (Grok-4) Spatial mental models Getting lost in mazes
Baba Is AI 35% (Grok-4) Rule modification Cannot reason about meta-rules
MiniHack 28% (Grok-4) Combat tactics Poor threat assessment
NetHack 9% (Gemini 2.0) Vast complexity Overwhelming state space

Technical Implementation

Architecture

```python

  1. BALROG evaluation framework

from balrog import BALROGBenchmark

  1. Initialize benchmark

benchmark = BALROGBenchmark(

   games=['babyai', 'crafter', 'textworld', 'baba', 'minihack', 'nethack'],
   mode='llm',  # or 'vlm' for vision mode
   num_episodes=100

)

  1. Evaluate an agent

results = benchmark.evaluate(

   agent=my_agent,
   verbose=True,
   save_trajectories=True

)

  1. Access detailed metrics

for game, metrics in results.items():

   print(f"{game}: {metrics['progress']:.1%} progress")
   print(f"  Success rate: {metrics['success_rate']:.1%}")
   print(f"  Avg steps: {metrics['avg_steps']}")

```

Agent Interface

```python class BALROGAgent:

   def __init__(self, model):
       self.model = model
       self.memory = []
       
   def act(self, observation):
       """
       Generate action based on observation
       
       Args:
           observation: Game state (text or image+text)
       
       Returns:
           action: String action command
       """
       # Add observation to memory
       self.memory.append(observation)
       
       # Generate action using model
       prompt = self.construct_prompt(observation)
       action = self.model.generate(prompt)
       
       return action

```

Procedural Generation

Ensuring Generalization

BALROG's use of procedural generation is crucial for valid evaluation:

Aspect Implementation Benefit
**Random Seeds** Unique seed per episode Prevents memorization
**Level Generation** Algorithmic map creation Infinite variety
**Item Placement** Randomized locations Tests exploration
**Enemy Behavior** Stochastic patterns Requires adaptation
**Objective Variation** Different goals each run Tests flexibility

Comparison with Other Benchmarks

Unique Positioning

Feature BALROG Traditional Benchmarks Other Game Benchmarks
Multiple Games 6 diverse games Single task type Usually 1 game
Difficulty Range Seconds to years Fixed difficulty Limited range
Modality Options LLM and VLM Usually one Typically vision-only
Procedural Generation All environments Static datasets Some procedural
Human Baseline Clear comparisons Often missing Variable

Related Benchmarks

Benchmark Similarity Key Difference
MineDojo Game-based evaluation Single game (Minecraft)
FLE Long-horizon planning Focus on automation
ALFRED Sequential tasks Household domain only
BabyAI (standalone) Included in BALROG Limited scope
ALE Game evaluation Simpler games

Insights and Implications

Revealed Limitations

BALROG exposes several fundamental limitations in current AI systems:

1. **Poor Transfer Learning**: Skills from easier games don't transfer to harder ones 2. **Limited Exploration**: Models struggle with systematic exploration strategies 3. **Weak Spatial Reasoning**: Even with visual input, spatial understanding is poor 4. **Short Planning Horizons**: Long-term strategic planning remains elusive 5. **Inability to Learn from Failure**: Models don't effectively adapt from mistakes

Research Directions

Direction Motivation Potential Approach
Memory Systems Address forgetting External memory banks
Hierarchical Planning Enable long-term goals Goal decomposition
World Models Improve prediction Learn environment dynamics
Curiosity Mechanisms Better exploration Intrinsic motivation
Multi-modal Integration Fix vision paradox Better VLM architectures

Community and Development

Open Source Ecosystem

BALROG maintains an active open-source community:

Component Status Location
Core Framework Published github.com/balrog-ai/BALROG
Leaderboard Live balrogai.com
Documentation Comprehensive GitHub wiki
Model Submissions Open Via pull requests
Discord Community Active Linked from website

NVIDIA Collaboration

In January 2025, NVIDIA provided NIM microservices for evaluating models like DeepSeek-R1 on BALROG, demonstrating industry interest in the benchmark[2].

Future Directions

Planned Enhancements

Enhancement Description Timeline
Additional Games Expand to 10+ environments 2025 Q4
Multi-agent Support Cooperative/competitive play 2026 Q1
Continuous Learning Persistent agent improvement 2026 Q2
Human Studies Detailed human baselines Ongoing
Real-time Evaluation Streaming game play 2026

Research Opportunities

1. **Hybrid Architectures**: Combining symbolic and neural approaches 2. **Curriculum Learning**: Progressive training across games 3. **Meta-Learning**: Learning to play new games quickly 4. **Interpretability**: Understanding agent decision-making 5. **Efficiency**: Reducing computational requirements

Significance

BALROG represents a critical benchmark for evaluating true agentic AI capabilities. By requiring models to navigate diverse, procedurally generated game environments, it tests essential skills like planning, exploration, and adaptation that are fundamental to general intelligence. The benchmark's finding that current state-of-the-art models achieve less than 44% progress overall, and that vision paradoxically hinders rather than helps performance, reveals how far we remain from achieving robust, general-purpose AI agents.

The diversity of games, from simple instruction-following to complex roguelikes, provides a comprehensive evaluation framework that will remain challenging as AI capabilities advance. BALROG's emphasis on procedural generation ensures that future progress will reflect genuine reasoning improvements rather than dataset memorization, making it a valuable long-term benchmark for the AI community.

See Also

References

  1. 1.0 1.1 Paglieri, D., Cupiał, B., Coward, S., et al. (2024). "BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games". arXiv:2411.13543. Retrieved from https://arxiv.org/abs/2411.13543
  2. NVIDIA. (2025). "Benchmarking Agentic LLM and VLM Reasoning for Gaming with NVIDIA NIM". Retrieved from https://developer.nvidia.com/blog/benchmarking-agentic-llm-and-vlm-reasoning-for-gaming-with-nvidia-nim

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