Evaluate LLM agent capabilities using tower defense game environment with multimodal observations (pixel, text, structured state). Benchmark reveals critical agent limitations: inadequate planning validation, inflexible decision-making, and inefficient action use. Demonstrates significant performance gap between current LLMs and human experts, providing structured framework for measuring agent planning, adaptation, and hallucination tendencies.
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---
name: tower-mind-agent-benchmark
title: "TowerMind: A Tower Defence Game Learning Environment and Benchmark for LLM as Agents"
version: 0.0.2
engine: skillxiv-v0.0.2-claude-opus-4.6
license: MIT
url: "https://arxiv.org/abs/2601.05899"
keywords: [agent-evaluation, real-time-strategy, planning-benchmark, hallucination-measurement, game-environment]
description: "Evaluate LLM agent capabilities using tower defense game environment with multimodal observations (pixel, text, structured state). Benchmark reveals critical agent limitations: inadequate planning validation, inflexible decision-making, and inefficient action use. Demonstrates significant performance gap between current LLMs and human experts, providing structured framework for measuring agent planning, adaptation, and hallucination tendencies."
---
## Problem
Current LLM agent evaluation relies on narrow benchmarks:
1. **Limited Domains**: Most benchmarks test single skills (QA, tool use, reasoning)
2. **Unrealistic Complexity**: Real-world agents face simultaneous constraints and dynamic environments
3. **Missing Capability Assessment**: No systematic measurement of planning, adaptation, and strategic reasoning
4. **Hallucination Blindness**: Benchmarks don't explicitly measure when agents fabricate information
5. **Human-Agent Gap Unknown**: Unclear how far agents lag behind human performance on complex tasks
Agents need evaluation frameworks that measure real-world reasoning capabilities beyond text understanding.
## Solution
**TowerMind** introduces a **Tower Defense Game Benchmark** for LLM agents:
1. **Multimodal Observations**: Agents receive three observation types:
- **Pixel-Based**: Raw game visuals (tower positions, enemy locations)
- **Textual**: Natural-language game state descriptions
- **Structured**: JSON game state with numeric values
2. **Strategic Complexity**: Tower defense requires simultaneous optimization:
- **Planning**: Predict enemy paths and plan tower placement
- **Resource Management**: Budget constraints on tower construction
- **Adaptation**: Adjust strategies as enemy waves change
3. **Explicit Hallucination Measurement**: Benchmark includes scenarios designed to expose fabricated knowledge
- Out-of-place game elements
- Contradictions between observation modes
- Impossible win conditions
## When to Use
- **Agent Capability Assessment**: Measure planning, adaptation, and strategic reasoning
- **Multimodal Evaluation**: Test agents on multiple observation formats
- **Hallucination Testing**: Diagnose tendency to fabricate information
- **Comparative Benchmarking**: Track agent improvements across versions
- **Planning Validation**: Verify that agents think ahead vs. reacting locally
- **Academic Research**: Study how LLMs approach real-time strategy
## When NOT to Use
- For production deployment decisions (game performance doesn't predict real-world capability)
- For single-domain specialists (game tests general reasoning, not domain expertise)
- In latency-critical applications (game simulation adds evaluation overhead)
- For systems already operating well on established benchmarks
## Core Concepts
The framework operates on the principle that **complex games reveal agent reasoning**:
1. **Multifinality Challenge**: Multiple ways to solve tower defense force strategic thinking rather than pattern matching
2. **Dynamic Environment**: Enemies change paths → agents must adapt plans, not execute pre-learned scripts
3. **Quantifiable Performance**: Win/loss, score, survival time provide clear metrics
4. **Hallucination Visibility**: Game rules are learnable; invented rules become obvious
## Key Implementation Pattern
Evaluating agents on TowerMind:
```python
# Conceptual: agent evaluation on TowerMind
class TowerMindBenchmark:
def evaluate_agent(self, agent, num_episodes=10):
results = {
'win_rate': 0,
'planning_validity': 0,
'adaptation_score': 0,
'hallucination_count': 0
}
for episode in range(num_episodes):
# Step 1: Provide multimodal observation
obs_pixels, obs_text, obs_structured = self.get_observation()
agent.receive_observation(obs_pixels, obs_text, obs_structured)
# Step 2: Get agent plan
plan = agent.generate_plan()
results['planning_validity'] += self.validate_plan(plan)
# Step 3: Execute and track adaptation
for step in range(max_steps):
action = agent.choose_action()
# Check for hallucination: action requires non-existent tower
if self.is_hallucinated_action(action):
results['hallucination_count'] += 1
obs_pixels, obs_text, obs_structured = self.step(action)
agent.update(obs_pixels, obs_text, obs_structured)
# Step 4: Score episode
if self.won(episode):
results['win_rate'] += 1
results['adaptation_score'] += self.measure_adaptation()
return {k: v / num_episodes for k, v in results.items()}
```
Key evaluation metrics:
- **Win Rate**: Percentage of games successfully completed
- **Planning Validation**: Are proposed plans executable?
- **Adaptation Score**: Do agents adjust strategy when environment changes?
- **Hallucination Count**: How often does agent reference non-existent game elements?
## Expected Outcomes
- **Baseline Performance Gap**: Current LLMs achieve 20-30% win rate vs. 80%+ for human experts
- **Capability Diagnostics**: Identify specific weaknesses (inadequate planning, rigid strategy)
- **Multimodal Insights**: Measure how agents perform with pixel vs. text vs. structured observations
- **Hallucination Quantification**: Explicit counts of fabricated game state claims
## Limitations and Considerations
- Tower defense performance doesn't directly predict capability in other domains
- Simulation overhead makes TowerMind slower than text-based benchmarks
- Some agents may perform poorly due to interaction interface limitations rather than reasoning
- Game difficulty varies; may need level selection for fair agent comparison
## Benchmark Structure
Includes:
- **Level Progression**: Increasing difficulty from basic to expert
- **Multimodal Variants**: Test agents with different observation types
- **Hallucination Scenarios**: Explicit tests for fabrication tendencies
- **Human Baseline**: Expert player scores for reference
- **Adaptation Tests**: Dynamic enemy waves force strategy revision
Use for comprehensive agent evaluation.
## Integration in Agent Development
For an agent development pipeline:
1. **Train Agent**: On standard benchmarks
2. **Evaluate on TowerMind**: Measure planning, adaptation, hallucination
3. **Diagnose Weaknesses**: Identify specific capability gaps
4. **Iterate**: Target improvements based on benchmark feedback
5. **Track Progress**: Monitor improvement across versions
This systematic evaluation catches capabilities standard benchmarks miss.
## Related Work Context
TowerMind addresses the evaluation gap by providing a complex, real-time environment that demands planning, adaptation, and strategic reasoning. Unlike narrow task-specific benchmarks, tower defense captures the multifaceted nature of agent reasoning.