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Sketchtopia: A Dataset and Foundational Agents for Benchmarking Asynchronous Multimodal Communication with Iconic Feedback
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Introduces Sketchtopia, a Pictionary-style dataset of 20K human gameplay sessions with sketches, guesses and iconic feedback, plus DrawBot and GuessBot agents evaluated with new asynchronous-communication metrics.
Problem
Lack of datasets and agents for goal-driven, asynchronous multimodal communication involving freehand sketches, intermediate guesses, and iconic feedback gestures in a cooperative Pictionary-style game.
Approach
A large human Pictionary dataset with timestamped strokes, erases, guesses and iconic feedback, and hierarchical agents (ActionDecider controlling a diffusion-based DrawBot and a CLIP retrieval-based GuessBot) that act asynchronously rather than in turns, benchmarked with new metrics (FRS, AAO, MATS).
Key results
- GUESSBOT achieves 81.7% win rate and 86.0% soft win rate versus 85.5% and 93.4% for human guessers.
- DRAWBOT achieves 51.6% win rate, markedly below the human 85.5%, with weak performance on adjectives (30%) and verbs (56%).
- GUESSBOT's feedback responsiveness (46%) is close to humans (40%), and its MATS (0.27) is closer to human pacing than DRAWBOT's (0.39).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use DRAWBOT instead of a human Drawer | Sketchtopia human-agent gameplay · Sketchtopia test set (800 sessions) | Win rate: 85.5 -> 51.6 | Hurt |
| Use GUESSBOT instead of a human Guesser | Sketchtopia human-agent gameplay · Sketchtopia test set (800 sessions) | Win rate: 85.5 -> 81.7 | Hurt |
| Use GUESSBOT instead of a human Guesser | Sketchtopia human-agent gameplay · Sketchtopia test set (800 sessions) | Feedback Responsiveness Score: 40% -> 46% | No clear effect |
| Use GUESSBOT instead of a human Guesser | Sketchtopia human-agent gameplay · Sketchtopia test set (800 sessions) | Asynchronous Action Overlap: 0.29 -> 0.17 | Mixed |
| Use GUESSBOT instead of a human Guesser | Sketchtopia human-agent gameplay · Sketchtopia test set (800 sessions) | Multimodal Action Timing Similarity: 0.00 -> 0.27 | Helped |
| Use DRAWBOT instead of a human Drawer | Sketchtopia human-agent gameplay · Sketchtopia test set (800 sessions) | Multimodal Action Timing Similarity: 0.00 -> 0.39 | Hurt |
Surprising findings
- Off-the-shelf VLMs produced verbose and unhelpful guesses and were too slow for asynchronous play, so they were judged unviable as guessers.
- GUESSBOT's retrieval-based guesses reproduce human-like spelling errors, which the authors frame as a realism feature.
Limitations
- Dataset skews toward younger, right-handed, English-speaking participants from a limited region.
- Iconic feedback is limited to a predefined set of icons (-, ,, å).
- DrawBot performs poorly on adjectives and verbs, which lack direct object referents.
Experimental setup
Datasets: Sketchtopia
Benchmarks: Sketchtopia
Metrics: Win Rate Soft Win Rate Feedback Responsiveness Score Asynchronous Action Overlap Multimodal Action Timing Similarity
Baselines: Human-Human games VLMs as guessers (qualitative)
Builds on: Stable Diffusion ControlNet T2I-Adapter CLIP Annoy
Closest papers by meaning
- SketchAgent: Language-Driven Sequential Sketch Generation (CVPR 2025 · similarity 0.88)
- EgoBench: An Interactive Egocentric Multimodal Benchmark for Tool-Using Agents (NeurIPS 2026 · similarity 0.87)
- ArtWhisperer: A Dataset for Characterizing Human-AI Interactions in Artistic Creations (ICML 2024 · similarity 0.86)
- PARTNR: A Benchmark for Planning and Reasoning in Embodied Multi-agent Tasks (ICLR 2025 · similarity 0.86)
- Steve-Eye: Equipping LLM-based Embodied Agents with Visual Perception in Open Worlds (ICLR 2024 · similarity 0.86)
- BEAR: Dissecting Embodied Abilities in Multimodal Language Models through Skill-level Evaluation and Diagnosis (ICML 2026 · similarity 0.86)
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