Exploring Orak: A Unified Benchmark for LLM Agents in Games
I recently read the newly released paper Orak: A Foundational Benchmark for Training and Evaluating LLM Agents on Diverse Video Games, which presents an exciting step forward in the ecosystem of evaluating LLM-based agents in games. The paper introduces Orak, a benchmark that unifies a wide range of video games through a standardized interface, allowing for consistent training and evaluation of multimodal and modular AI systems.
Key Insights and Takeaways
1. Shifting Modalities: From Text to Vision and Video
Game evaluation using LLMs or MLLMs has progressed significantly — transitioning from purely text-based settings to incorporating images and even videos. This reflects a broader push toward grounding language models in richer, more realistic environments.
2. Rise of Agentic Workloads
The paper also highlights how agentic workloads are gaining traction. Rather than evaluating monolithic LLMs, there is growing interest in testing modular LLM agents — systems that combine planning, perception, memory, and action modules. Games provide an ideal testbed for these emerging paradigms.
3. Standardizing with MCP
One of the most important contributions of Orak is its use of the Modular Centralized Protocol (MCP) to unify interfaces across games. This abstraction enables scalable benchmarking and plug-and-play agent integration.
4. Surprising Empirical Results
What surprised me most were the empirical findings: vision wasn’t as beneficial as expected. The authors note that in many games, crucial state information is provided through textual abstractions (e.g., inventories, off-screen items), rather than being visible on-screen.
As shown in Table 6, agents with text-only inputs often performed comparably — or even better — than those with combined vision-text inputs.
In the case of StarCraft II, the evaluation pipeline leverages python-sc2
, a Python wrapper built on top of Blizzard's official s2client-api. Instead of relying on visual input, this library communicates directly with the game client using protobuf messages over WebSocket connections. It retrieves structured, real-time game state by issuing observation requests and receiving rich responses that include unit positions, resources, map features, and other key gameplay information — effectively bypassing the need for any screen parsing. (See implementation)
5. Opportunities for Vision-Only Agents
This raises an intriguing research question: Can we build more capable vision-only agents that don’t depend on handcrafted textual state or complex APIs like MCP?
From a generalization perspective, GUI-based agents that learn directly from screen pixels could be more transferable and broadly applicable — especially in environments where structured interfaces are unavailable.
Final Thoughts
Orak offers a powerful framework for evaluating modular LLM agents in realistic and diverse environments. But its findings also challenge common assumptions — especially about the role of vision in gaming AI.
Going forward, I believe there is great potential in pushing toward simpler, vision-first agents that learn directly from GUI interactions — perhaps bringing us closer to general-purpose embodied AI.
Let’s keep a close eye on how this space evolves. And I guess we can do some great research on the field, stay tuned!