REVIEW 3 major objections 4 minor 3 cited by
TextQuests: How Good are LLMs at Text-Based Video Games?
T0 review · 3 major / 4 minor · reviewed 2026-08-06 · deepseek-v4-flash
Pith's one-line read TextQuests shows that current LLMs, with no tools and only their own transcript, complete none of 25 Infocom games and reach at most 37.8% progress; adding the official hint booklets raises the best model to 70% but most games remain…
desk verdict TextQuests is a useful benchmark for long-horizon agent evaluation, but the headline progress numbers rest on unvalidated checkpoint labels and single runs. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The load-bearing object is the Game Progress metric: for each game, a set of labeled checkpoints marking essential puzzles and milestones, with an agent's score defined as the maximum percentage of checkpoints it ever completes in a trajectory; the benchmark average is the mean over 25 games. The evaluation environment assembles this metric with a full-history interaction protocol (no truncation, no external tools), an autosave/restore mechanism that lets the agent backtrack to any earlier state, and an optional WITH CLUES condition that supplies the official InvisiClues booklets as tiered hints. The checkpoint metric does the argument's work: unlike built-in game scores, which reward exploration and can be decoupled from completion, the checkpoints are intended to track progress along the path to finishing each game. The trajectory data, cut off at 500 steps because longer runs yield little additional gain, is what supports the claim that capable models sustain progress longer but still plateau far below completion.
What would settle it
Re-label the 25 games' checkpoints with independent annotators and re-run each model several times per condition: if Game Progress scores move by more than the gaps between the listed models, or if reruns of the same model vary by tens of percent, the central comparison is measurement noise rather than capability.
Extended reading notes
Core claim
In its own terms, the paper's core discovery is that LLM agents make minimal progress on TextQuests without external assistance, despite frontier-level performance on static knowledge benchmarks. The benchmark consists of 25 Infocom interactive fiction games run through the original game runtime, with each model given the full ever-growing history of observations, its own reasoning, and its actions; at each turn the model must output one command. Game Progress is the maximum percentage of hand-labeled checkpoints marking essential puzzles and milestones that the agent reaches during a 500-step run. Across all models tested in NO CLUES mode, the completion count is zero out of 25; with the complete official clue booklets in context, at most five games are completed, and progress on the rest remains partial. The authors interpret this as evidence that current LLMs lack the intrinsic long-context reasoning and sustained planning needed for exploratory, stateful problem-solving, and that their trajectories show characteristic failures such as hallucinating past actions and looping on repeated behaviors.
Load-bearing premise
The central assumption is that the hand-labeled checkpoints, and the single 500-step run used for each model, give an unbiased picture of how much progress an agent actually makes on each game.
Editorial extensions
If this is right
- If TextQuests measures what it claims, then frontier LLMs still lack a core component of autonomous agency: the ability to make steady, self-directed progress in a novel stateful environment using only internal reasoning.
- Because the environment forbids tools, gains on TextQuests are attributable to the base model itself; this gives a cleaner signal of intrinsic long-context reasoning than tool-augmented agent benchmarks.
- The 500-step saturation point means the benchmark can differentiate models without unbounded runs, but it also suggests that raw context length is not the bottleneck; the bottleneck is using the history to plan.
- The gap between WITH CLUES and NO CLUES shows that these models can partially use structured external hints, yet still fail to integrate them into a complete solution.
- Scaling appears to matter: the larger standard models outperform their mini variants by large margins on exploratory tasks, consistent with test-time-compute effects that plateau after a budget.
Reading between the lines
- An implication left implicit is that the single unvalidated checkpoint set per game carries the whole ranking; independent re-labeling and repeated runs would show how much of the order is metric noise rather than capability.
- The failure to reverse an ascent path in Wishbringer suggests the bottleneck may be constructing and updating a mental map from a transcript, which would predict correlations with other spatial or causal backtracking tasks that the paper does not test.
- Because autosave makes all exploration reversible, TextQuests measures problem-solving without permanent consequences; introducing irreversible costs, limited resources, or time pressure could change both the absolute scores and the model ordering.
- Since the puzzles come from 1980s games with parser conventions and cultural references, part of the gap could reflect unfamiliarity with the genre rather than pure reasoning; adding newly authored interactive fiction would help separate those factors.
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The paper introduces TextQuests, a benchmark of 25 classic Infocom interactive fiction games, and evaluates a range of LLMs as agents in a no-tools, no-truncation, single-session setting. The agent receives the full growing history of observations, reasoning, and actions, and can use an autosave/restore mechanism. The central claim is that frontier LLMs make minimal progress without assistance, with the headline numbers being GPT-5 at 37.8% Game Progress in NO CLUES mode and 70.0% WITH CLUES, and zero games completed by any model in NO CLUES mode. The paper also reports harm scores and qualitative failure modes such as hallucinating prior actions and failing to reverse spatial paths, and it provides token-efficiency analyses. The empirical conclusion that current models are far from solving these exploratory games is plausible and partly supported by objective completion counts, but the quantitative Game Progress scores rest on unvalidated manual checkpoints and single runs per model.
Significance. If the quantitative metric is validated, TextQuests would fill a genuine gap: most agent benchmarks test tool use or structured tasks, while TextQuests targets sustained, self-directed reasoning over a long, growing context. The benchmark release, the autosave/restore design, the 500-to-800-step saturation analysis, and the detailed token-cost accounting are concrete contributions. The objective completion counts (0/25 in NO CLUES for every model, at most 5/25 WITH CLUES) are robust and independently support the qualitative finding that current models struggle. The qualitative trajectory analyses, especially the Wishbringer and Zork I examples, are informative and give the paper face validity. The main weaknesses are the unvalidated checkpoint-based progress metric and the lack of repeated runs, both of which affect the precision of the headline percentages.
major comments (3)
- [Section 3.2] The Game Progress metric is the load-bearing quantitative instrument: Tables 1 and 4 average P_g, the maximum fraction of manually labeled checkpoints reached. Yet the paper reports no annotation protocol, no inter-rater reliability, no checkpoint inventory, and no independent check that checkpoint density or ordering is comparable across the 25 games. If one game has a single early checkpoint while another has twenty late checkpoints, the same agent behavior would yield very different P_g values, so the averaged rankings and the magnitudes such as 37.8% and 70.0% are partly determined by labeler choices. Appendix F provides illustrative comparisons but not a systematic audit. This issue is fixable: the authors should release the checkpoint lists, describe the annotation guidelines, report inter-rater agreement, and provide a sensitivity analysis (for example, leave-one-game-out or an alternative checkpoint construction).
- [Section 3.1 / Table 1] The evaluation uses a single run per model per mode, with no repeated seeds, confidence intervals, or per-game variance. P_g is the maximum over a stochastic trajectory, and the qualitative examples show that one wrong restore or one hallucinated action can halt progress, so the point estimates may be highly variable. Claims such as the importance of model scale in Figure 3 and the ordering of close scores (for example, Gemini 2.5 Pro at 23.2% versus Claude Sonnet 4 at 24.7% in NO CLUES mode) are not statistically supported. The authors should report per-game scores, provide robust standard errors across the 25 games, and repeat at least the frontier-model evaluations with multiple seeds.
- [Section 4.2 / Figure 2] The paper interprets the trajectories as evidence of 'better long-horizon reasoning' in more capable models, but no controlled comparison isolates context length from general planning ability. A model with better short-horizon planning would show the same pattern of sustained progress, so the advertised specificity to 'intrinsic long-context reasoning' is not yet demonstrated. In addition, the 'Human Optimal' line in Figure 2 is not described with a protocol or a human baseline; it appears to be an optimal walkthrough. The claims should either be softened or supported by an ablation such as the same model with truncated or summarized history, or with an external memory.
minor comments (4)
- [Appendix D / Figure 8] Figure 8 is corrupted in the manuscript text, with many '/gid...' token-like strings replacing the intended diagram and JSON example; it should be regenerated as a clean figure.
- [References] The reference list contains formatting artifacts, including a split name entry ('Huanxu, Liu') and a duplicate 'Jay Paek' entry from the HLE author list; these should be cleaned.
- [Abstract / Appendix A.1.1] The abstract emphasizes 'precluding the use of external tools' and 'self-contained problem-solving,' but Appendix A.1.1 states that feelie text is provided in both NO CLUES and WITH CLUES modes. The paper should clarify that 'self-contained' means no external tools or lookups, not that no external information is ever placed in context.
- [Section 3.2 / Table 3] Because the Harm metric is cumulative, the raw 500-step versus 800-step comparisons in Table 3 partly reflect the longer trajectory; the paper acknowledges this and recommends normalization, but the table itself would be more informative if a per-step harm rate were also reported.
Circularity Check
No circularity: TextQuests measures models against externally labeled checkpoints, and the reported scores are empirical evaluations rather than quantities derived from or fitted to the benchmark's own claims.
full rationale
The paper contains no derivation chain in which a predicted quantity is constructed from the data used to test it. The central quantity, Average Game Progress, is defined in Section 3.2 as the average over games of P_g, 'the maximum percentage of checkpoints the agent completes.' The checkpoints are 'labeled checkpoints for essential puzzles and game milestones' (Section 2). The models' trajectories are external to the label construction: no model output or fitted parameter is used to define the checkpoints, and the headline 'minimal progress' conclusion follows from measuring the models against fixed labels. The 'WITH CLUES' comparison likewise evaluates models given fixed InvisiClues booklets. The benchmark builds on Hendrycks et al. (2021c), a prior paper with overlapping authors, for game files and annotations; this is a normal reuse of a published resource, and no load-bearing argument reduces to that citation. The lack of an annotation protocol or inter-rater reliability for the checkpoints is a validity and robustness concern, not a circularity: if the labels are biased or non-comparable across games, the numeric scores could misrepresent ability, but that is an empirical measurement issue, not a logical equivalence between inputs and outputs. The completion counts (0/25 in NO CLUES; up to 5/25 in WITH CLUES) are additionally objective and independent of label density. Therefore no circular step is present.
Assumptions & free parameters
free parameters (2)
- Game Progress checkpoint sets =
unreported, manual labels per game
- Maximum run length =
500 steps
assumptions (3)
- domain assumption Infocom interactive fiction games are a valid proxy for real-world exploratory, stateful agent tasks.
- domain assumption The official InvisiClues booklets do not amount to a walkthrough, so WITH CLUES measures interpretation rather than direct answer copying.
- domain assumption The game files and annotations from Hendrycks et al. (2021c) are complete and correctly inherited.
Cite this review
Pith. "Pith review of TextQuests: How Good are LLMs at Text-Based Video Games?." pith.science (2026). https://pith.science/paper/HHX3QAVJ
@misc{pith2026250723701,
author = {Pith},
title = {Pith review of: TextQuests: How Good are LLMs at Text-Based Video Games?},
year = {2026},
howpublished = {\url{https://pith.science/paper/HHX3QAVJ}},
note = {Machine review of arXiv:2507.23701}
}
read the original abstract
Evaluating AI agents within complex, interactive environments that mirror real-world challenges is critical for understanding their practical capabilities. While existing agent benchmarks effectively assess skills like tool use or performance on structured tasks, they often do not fully capture an agent's ability to operate autonomously in exploratory environments that demand sustained, self-directed reasoning over a long and growing context. To enable a more accurate assessment of AI agents in challenging exploratory environments, we introduce TextQuests, a benchmark based on the Infocom suite of interactive fiction games. These text-based adventures, which can take human players over 30 hours and require hundreds of precise actions to solve, serve as an effective proxy for evaluating AI agents on focused, stateful tasks. The benchmark is specifically designed to assess an LLM agent's capacity for self-contained problem-solving by precluding the use of external tools, thereby focusing on intrinsic long-context reasoning capabilities in an exploratory environment characterized by the need for trial-and-error learning and sustained problem-solving within a single interactive session. We release TextQuests at https://textquests.ai.
Figures
Figures from the paper (6 more)
Forward citations
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Reviewed August 6, 2026 · model on record in the stance chip above.
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