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P2 How Far Can VLMs Go for Visual Bug Detection? Studying 19,738 Keyframes from 41 Hours of Gameplay Videos

VLM 在视觉缺陷检测上能走多远?基于 41 小时游戏视频中 19,738 个关键帧的研究
FSE Proceedings of the 34th ACM International Conference on the Foundations of Software Engineering2026匹配度 3/10 · 论文关注用 VLM 从游戏 QA 视频中检测视觉 bug,属于 AI 辅助软件测试/调试,但并非用户核心关注的 PL→AI 静态分析、Agentic 程序分析、浮点程序分析或贝叶斯程序分析。其工业 QA 场景与问题驱动评估有一定借鉴意义,但对象是视觉视频而非代码/程序语义,因此匹配度较低。引用 0 inbox
Wentao Lu, Alexander Senchenko, Alan Sayle, Abram Hindle, Cor-Paul Bezemer
crossref: 2026-09-12dblp: 2026-09-12arxiv: 2026-09-12

AI 速览

一句话:在工业 QA 游戏视频上评估 VLM 检测视觉 bug 的真实效果,发现现成模型有初步能力但增强策略收益有限。

长时游戏视频的质量保证(QA)耗时且易错,视觉语言模型(VLM)虽在精选数据集上表现可期,但其在真实工业场景中的视觉 bug 检测能力尚不明确。本文基于工业 QA 游戏视频开展实证研究:从 100 个视频、共 41 小时的内容中采样 19,738 个关键帧,让 VLM 判断每帧是否包含 bug。以单提示为基线,模型达到 precision 0.50、accuracy 0.72。作者进一步考察两种无需微调的增强策略:二次 judge 模型重评估 VLM 输出,以及通过检索历史 bug 报告进行元数据增强提示。结果表明,这些策略仅带来边际提升,却引入额外计算成本和输出方差。研究结论是,现成 VLM 已能检测一定范围的视觉 bug,但未来进展可能需要更好地分离文本与视觉异常检测的混合方法。

问题
长时游戏视频的视觉 QA 依赖人工、成本高且易出错,需要评估现成 VLM 在真实工业 QA 视频中检测视觉 bug 的实际可行性。
方法
从 41 小时游戏视频中采样 19,738 个关键帧,用单提示 VLM 逐帧判断是否含 bug,并对比二次 judge 模型重评估与基于历史 bug 报告检索的元数据增强提示两种策略。
评估
在 100 个工业 QA 视频上测量 precision、accuracy 等指标,并分析增强策略相对基线的提升、额外计算成本与输出方差。
原文摘要(Abstract)

Video-based quality assurance (QA) for long-form gameplay video is labor-intensive and error-prone, yet valuable for assessing game stability and visual correctness over extended play sessions. Vision language models (VLMs) promise general-purpose visual reasoning capabilities and thus appear attractive for detecting visual bugs directly from video frames. Recent benchmarks suggest that VLMs can achieve promising results in detecting visual glitches on curated datasets. Building on these findings, we conduct a real-world study using industrial QA gameplay videos to evaluate how well VLMs perform in practical scenarios. Our study samples keyframes from long gameplay videos and asks a VLM whether each keyframe contains a bug. Starting from a single-prompt baseline, the model achieves a precision of 0.50 and an accuracy of 0.72. We then examine two common enhancement strategies used to improve VLM performance without fine-tuning: (1) a secondary judge model that re-evaluates VLM outputs, and (2) metadata-augmented prompting through the retrieval of prior bug reports. Across 100 videos totaling 41 hours and 19,738 keyframes, these strategies provide only marginal improvements over the simple baseline, while introducing additional computational cost and output variance. Our findings indicate that off-the-shelf VLMs are already capable of detecting a certain range of visual bugs in QA gameplay videos, but further progress likely requires hybrid approaches that better separate textual and visual anomaly detection.

链接与引用

DOI 原文 · arXiv · PDF(开放获取) · DBLP

BibTeX
@inproceedings{abs-2603-22706,
  title = {How Far Can VLMs Go for Visual Bug Detection? Studying 19,738 Keyframes from 41 Hours of Gameplay Videos},
  author = {Wentao Lu and Alexander Senchenko and Alan Sayle and Abram Hindle and Cor-Paul Bezemer},
  booktitle = {FSE},
  year = {2026},
  doi = {10.1145/3803437.3805208}
}