SpeedrunBench

SpeedrunBench: Challenging LLM Agents with Video Game Speedrunning

Video game speedrunning as a test of whether agents can beat strategies humans already know.

Yoshinari Fujinuma, Keisuke Kamahori, Ryuto Koike, Abdelrahman Madkour, Varun Prashant Gangal, Monty Bichouna, Martyna Markiewicz, Shivani Jain, Duncan Curtis, Rebecca Qian, Anand Kannappan

Yoshinari Fujinuma, Keisuke Kamahori, Ryuto Koike, Abdelrahman Madkour, Varun Prashant Gangal, Monty Bichouna, Martyna Markiewicz, Shivani Jain, Duncan Curtis, Rebecca Qian, Anand Kannappan

“Byrd Glacier”, Transantarctic Mountains, Antarctica
01

In brief

02

Key figure

Averaged across the games, as a percentage of the human world record (lower is better). No model reaches the record, and the best still takes more than three times as long.
Averaged across the games, as a percentage of the human world record (lower is better). No model reaches the record, and the best still takes more than three times as long.
03

Runs

SuperTux · Welcome to Antarctica · offline-scratch · 1,844 frames at 64 fps
Agent run published on speedrunbench.com · SuperTux, open-source game (GPL)
Tuxemon · to the first gym · 98,116 frames at 60 fps · shown at 16× speed
Agent run published on speedrunbench.com · Tuxemon, open-source game (GPL)
Tuxemon · to the first gym · 99,234 frames at 60 fps · shown at 16× speed
Agent run published on speedrunbench.com · Tuxemon, open-source game (GPL)
03

Abstract

Frontier LLM agents have been shown to be capable of solving increasingly complex tasks for which humans have measurable solutions. This begs the pertinent question of whether LLM agents can go beyond what humans have already solved. The ability to develop sophisticated strategies to tackle consequential problems becomes paramount as well-trodden, human-developed solutions become insufficient for problems for which we lack context or enough training data. We study agents’ capability of such strategy formation through the communal practice of video game speedrunning. In speedrunning, practitioners compete to find the fastest way to complete a video game under certain conditions, and in so doing uncovering interesting unorthodox play styles that require a thorough understanding and mastery of the underlying game mechanics. We introduce SpeedrunBench, a benchmark that evaluates frontier LLM agents across 9 different games. To perform well in this benchmark, agents must repeatedly improve their strategy, reflect on their performance, exploit their gained knowledge, and reason across a long-horizon of actions to improve on an increasingly difficult problem: being faster than themselves and everyone else. Our experiments show that while frontier agents approach human world records in simple platformer games, they remain behind human performance on longer, more complex games under practical budgets. These results suggest that SpeedrunBench is a useful testbed for studying agents’ strategy formation capabilities as well as being a saturation-resistant evaluation measure, as there is almost always a faster completion time waiting to be discovered.

Cite this
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Yoshinari Fujinuma, Keisuke Kamahori, Ryuto Koike, Abdelrahman Madkour, Varun Prashant Gangal, Monty Bichouna, Martyna Markiewicz, Shivani Jain, Duncan Curtis, Rebecca Qian, Anand Kannappan. SpeedrunBench: Challenging LLM Agents with Video Game Speedrunning. arXiv:2610.08076, 2026.
@article{fujinuma2026speedrunbenc, title={SpeedrunBench: Challenging LLM Agents with Video Game Speedrunning}, author={Yoshinari Fujinuma and Keisuke Kamahori and Ryuto Koike and Abdelrahman Madkour and Varun Prashant Gangal and Monty Bichouna and Martyna Markiewicz and Shivani Jain and Duncan Curtis and Rebecca Qian and Anand Kannappan}, journal={arXiv preprint arXiv:2610.08076}, year={2026} }
arXiv 2610.08076
September 3, 2026
speedrunbench
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