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GPTNT: Benchmarking Real-Time Collaboration Between Multimodal Agents on Keep Talking And Nobody Explodes

Researchers introduce GPTNT, a benchmark built on the cooperative game Keep Talking and Nobody Explodes, to evaluate multimodal AI agents in real-time collaboration. Tests reveal that state-of-the-art models fail to defuse a single bomb in real time, unlike human players. The benchmark separates collaboration from memorized solutions by controlling access to the instruction manual and partner, and identifies critical weaknesses in state tracking, time-pressured action, ambiguity handling, and error recovery.

SourcearXiv AIAuthor: Amit Parekh, Sabrina McCallum, Kareem Al-Hasan, Malvina Nikandrou, Alessandro Suglia, Ioannis Konstas

[2606.28514] GPTNT: Benchmarking Real-Time Collaboration Between Multimodal Agents on Keep Talking And Nobody Explodes

[Submitted on 26 Jun 2026]

Title:GPTNT: Benchmarking Real-Time Collaboration Between Multimodal Agents on Keep Talking And Nobody Explodes

View a PDF of the paper titled GPTNT: Benchmarking Real-Time Collaboration Between Multimodal Agents on Keep Talking And Nobody Explodes, by Amit Parekh and 5 other authors

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Abstract:Multimodal models are increasingly deployed to solve tasks collaboratively with humans or other artificial agents. Existing benchmarks show that these models possess many of the required component capabilities, but the conditions that coincide in collaboration, including time pressure, information asymmetry, and imperfect communication, are usually studied in isolation. We introduce GPTNT, a benchmark built on the cooperative video game Keep Talking and Nobody Explodes, in which two agents must coordinate to defuse procedurally generated bomb puzzles against a live countdown. One agent can see and manipulate the bomb but does not have the defusal instructions; the other has the instructions but cannot see or manipulate the bomb. Neither agent can succeed alone: success requires effective and efficient communication. Unlike turn-based proxies, GPTNT requires agents to act asynchronously and communicate in real time. GPTNT is designed to separate collaboration from reliance on memorized solutions: the instruction manual, the partner, or both can be withheld to isolate what a model derives in the moment from what it already knows. We show that GPTNT poses a substantial challenge for state-of-the-art systems: none of the closed- or open-source models we test defuses a single bomb in real time, a bar that human players clear. Through controlled experiments, we identify critical weaknesses in state tracking, efficient action under time pressure, ambiguity handling, and error recovery. We release GPTNT as a benchmark for collaborative performance that current evaluations leave unmeasured. Because it runs on the real game, GPTNT benefits from procedural generation and inherits a living modding community, allowing the benchmark to evolve as models improve rather than being solved once and retired.

Comments: Project website and code at this https URL

Subjects:

Artificial Intelligence (cs.AI); Computation and Language (cs.CL)

Cite as: arXiv:2606.28514 [cs.AI]

(or arXiv:2606.28514v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2606.28514

arXiv-issued DOI via DataCite (pending registration)

Submission history

From: Sabrina McCallum [view email] [v1] Fri, 26 Jun 2026 18:09:36 UTC (37,637 KB)

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