Interactive Visual Gym: Evaluating Visual Interaction Models with Simulated Users in Interactive Worlds
Chenhao Zheng, Zixian Ma, Kai Li, Kanchana Ranasinghe, Jieyu Zhang, Artemis Panagopoulou, Weikai Huang, Jianxu Shangguan and 6 others
University of Washington · Salesforce AI Research
Published November 5, 2026 · on the feed November 12, 2026 · ▲ 13 · arXiv 2611.08286
The abstract
Visual interaction models that support users during ongoing physical tasks require evaluation in closed loop, where assistant responses can change subsequent user behavior and task outcomes. Existing benchmarks largely rely on offline replay and therefore cannot capture these effects. We introduce Interactive Visual Gym, a framework for closed-loop evaluation and training of visual interaction models through joint simulation of executable task environments and human users. We contribute three simulators that recreate everyday tasks and human-aligned action spaces across cooking, household manipulation, and mobile-interface domains, together with a persona-conditioned user simulation harness that collaborates with the assistant while incorporating controlled execution errors and other out-of-plan behaviors. We instantiate the framework as IVG-Bench, a benchmark with 315 interaction scenarios. Evaluating state-of-the-art VLMs as visual interaction models reveals substantial limitations: the best-performing model, Gemini 4 Argon, completes only 53.4% of tasks within the time limit, exhibits significant weaknesses in factual grounding and actionable guidance, and is often too slow to prevent errors when response latency is considered. We verify our evaluation protocol with a human study which finds 78.5% agreement between our interaction-quality metric and participant preferences. We further show that the environments provide useful learning signals: in a proof-of-concept GRPO experiment, closed-loop training improves both task success and interaction quality for Qwen3.5-4B model in our cooking environment.
The Brief
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Transcript
Interactive Visual Gym. Evaluating Visual Interaction Models with Simulated Users in Interactive Worlds. By Chenhao Zheng and thirteen others, from the University of Washington and Salesforce AI Research. Published on the fifth of November.
Picture an assistant that watches you cook and talks you through it. Every reply it gives can change what you do next, and so change how the task turns out. Visual interaction models of this kind, supporting users during ongoing physical tasks, need to be evaluated in a closed loop for exactly that reason. Existing benchmarks mostly rely on offline replay, where the recorded user never reacts to the assistant, so these effects cannot show up. A replayed recording cannot tell you whether good advice would have saved the dish, or whether a slow answer arrived after the mistake was already made.
Interactive Visual Gym is a framework for closed-loop evaluation, and also for training, of visual interaction models. It simulates two things together: an executable task environment, and the human user acting inside it. What gets measured is whether tasks are completed within a time limit, and the quality of the interaction, including factual grounding, actionable guidance and whether help arrives in time once response latency is counted.
The authors contribute three simulators that recreate everyday tasks with human-aligned action spaces, covering cooking, household manipulation and mobile interfaces. On top sits a user simulation harness conditioned on a persona. The simulated user collaborates with the assistant, but also makes controlled execution errors and other moves that depart from the plan. That matters, because an assistant that only ever meets a perfectly obedient user is never tested on the moments when help is needed most. The framework is instantiated as IVG-Bench, with three hundred and fifteen interaction scenarios.
Current vision language models, used as visual interaction models, show substantial limitations. The best performer, Gemini 4 Argon, completes only fifty-three point four percent of tasks within the time limit. It shows significant weaknesses in factual grounding and in actionable guidance, and once latency is taken into account it is often too slow to prevent errors.
A human study supports the protocol, finding seventy-eight point five percent agreement between the interaction-quality metric and what participants preferred. The environments also give a useful learning signal. In a proof-of-concept GRPO experiment in the cooking environment, closed-loop training improves both task success and interaction quality for the Qwen3.5-4B model.
Once the user can react, an assistant is judged not only on what it says but on when it says it and what happens next. Even the strongest model tested finishes barely more than half the tasks in time. Here the loop that exposes those weaknesses doubles as a place to start training them away.
Paper Quest · 7 chapters · about 40 min
Play this paper
Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.
Chapter 1 🧩 · The problem
An assistant that watches you cook can change how dinner turns out. Testing it on recordings misses exactly that.
You are building an assistant that watches a person cook through a camera and talks them through the recipe. Every reply it gives can change what they do next.
The road ahead
- 1 · The problem ~7 min Testing a cooking assistant on recorded videos cannot show whether its advice, or its slowness, changed how the dish turned out.
- 2 · What came before ~3 min
- 3 · The key idea ~8 min Simulate both the task world and a reacting human user, so every reply can change what happens, and score replies against the true world state.
- 4 · Choose your own research ~3 min
- 5 · Build the method ~8 min Build executable task worlds, add a persona-driven simulated user with scheduled slips, let the assistant guide it live, then score outcomes and each reply.
- 6 · The experiment ~6 min You’ll guess: Tested as an assistant in these simulated interactive tasks, what share of tasks did the best model, Gemini 4 Argon, complete within the time limit?
- 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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