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Adrián Barahona-Ríos

Publications and source records attributed to Adrián Barahona-Ríos.

5 recordsLinked to original sources

RefGlitch-Bench: A Benchmark for Reference-based Gameplay Glitch Detection with Vision-Language Models

Visual glitches in video games degrade player experience and perceived quality, yet manual quality assurance cannot keep pace with the growing test surface of modern game development. Prior automation efforts, particularly those using vision-language models (VLMs), largely operate on isolated frames without sufficient context to judge whether a glitch is present. We introduce RefGlitch-Bench, a benchmark for reference-based video game glitch detection with VLMs. The key idea is to formulate glitch detection as an explicit within-video comparison problem: given a test frame, a reference frame provides a visual baseline that helps the model distinguish true glitches from benign visual variation. RefGlitch-Bench includes a controlled synthetic dataset with five injected glitch types and manually annotated reference/test frame pairs, enabling an oracle-reference evaluation that isolates the potential benefit of reference guidance. We further establish four initial baselines for automatically selecting references from earlier frames in the same video, with LastCleanFrame performing best and transferring across VLMs. Finally, we evaluate automatic reference guidance on real-world gameplay data, where it improves frame-level glitch detection beyond the controlled setting while revealing reference reliability and error propagation as key challenges. Code and data are available at: https://github.com/PipiZong/RefGlitch-Bench.git.

cs.CV↗

Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA

In this work, we study the use of Vision-Language Models (VLMs) for anomaly detection in an agent-driven game Quality Assurance (QA) pipeline focusing on geometry clipping. In this evaluation, a custom exploration agent navigates a game level to collect visual observations, while the automatic annotation pipeline provides frame-level clipping labels. This setup allows us to evaluate recent VLMs on a controlled anomaly detection task without manual annotation. We benchmark six recent VLMs (Gemini, GPT, Qwen, Gemma, Llama, and Ministral) under a zero-shot prompting setting and analyse their sensitivity to four prompt variants. Our results show that while the VLMs can capture visual cues associated with geometry clipping, they all produce substantial false positives on visually ambiguous frames such as near-contact geometry and partial occlusions. Gemini-3.1-Flash achieves the best overall accuracy and is the most robust to prompt variation, while open-source models exhibit large precision--recall swings depending on the prompt design. These findings suggest that current VLMs are best suited as high-recall candidate filters within multi-stage QA pipelines rather than as standalone bug detectors.

cs.CV↗

TempGlitch: Evaluating Vision-Language Models for Temporal Glitch Detection in Gameplay Videos

Vision-language models (VLMs) are increasingly being explored for video game quality assurance, especially gameplay glitch detection. Most existing evaluations, however, treat glitches as static visual anomalies, asking models to detect failures from a single frame. We argue that this framing misses a key distinction: some glitches are spatial and visible in an isolated frame, whereas others are temporal and become evident only through changes across ordered frames. A preliminary study confirms this gap, showing that temporal glitches are substantially harder for VLMs to detect than spatial ones. To enable systematic evaluation of this underexplored setting, we introduce TempGlitch, a controlled gameplay video benchmark for temporal glitch detection. TempGlitch covers five temporal glitch types with balanced per-category samples, together with paired glitch-free videos that enable reliable binary evaluation. We evaluate 12 proprietary and open-weight VLMs across multiple frame-sampling settings. Our results show that current VLMs remain near chance on TempGlitch, often collapsing into either overly conservative behavior that misses most glitches or overly sensitive behavior that flags clean videos as glitchy. Moreover, denser frame sampling and larger model size do not reliably resolve these failures. TempGlitch provides a focused testbed for temporal reasoning, robust gameplay understanding, and automated glitch detection with VLMs. Code and data are available at the project website.

cs.CV↗

NoiseBandNet: Controllable Time-Varying Neural Synthesis of Sound Effects Using Filterbanks

Controllable neural audio synthesis of sound effects is a challenging task due to the potential scarcity and spectro-temporal variance of the data. Differentiable digital signal processing (DDSP) synthesisers have been successfully employed to model and control musical and harmonic signals using relatively limited data and computational resources. Here we propose NoiseBandNet, an architecture capable of synthesising and controlling sound effects by filtering white noise through a filterbank, thus going further than previous systems that make assumptions about the harmonic nature of sounds. We evaluate our approach via a series of experiments, modelling footsteps, thunderstorm, pottery, knocking, and metal sound effects. Comparing NoiseBandNet audio reconstruction capabilities to four variants of the DDSP-filtered noise synthesiser, NoiseBandNet scores higher in nine out of ten evaluation categories, establishing a flexible DDSP method for generating time-varying, inharmonic sound effects of arbitrary length with both good time and frequency resolution. Finally, we introduce some potential creative uses of NoiseBandNet, by generating variations, performing loudness transfer, and by training it on user-defined control curves.

cs.SD↗

SpecSinGAN: Sound Effect Variation Synthesis Using Single-Image GANs

Single-image generative adversarial networks learn from the internal distribution of a single training example to generate variations of it, removing the need of a large dataset. In this paper we introduce SpecSinGAN, an unconditional generative architecture that takes a single one-shot sound effect (e.g., a footstep; a character jump) and produces novel variations of it, as if they were different takes from the same recording session. We explore the use of multi-channel spectrograms to train the model on the various layers that comprise a single sound effect. A listening study comparing our model to real recordings and to digital signal processing procedural audio models in terms of sound plausibility and variation revealed that SpecSinGAN is more plausible and varied than the procedural audio models considered, when using multi-channel spectrograms. Sound examples can be found at the project website: https://www.adrianbarahonarios.com/specsingan/

cs.SD↗