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Sketchtopia: A Dataset and Foundational Agents for Benchmarking Asynchronous Multimodal Communication with Iconic Feedback

CVPR 2025 · Multi-agent systems and games › Human-AI and goal-conditioned · approach: Emergent communication in referential games · 2 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use DRAWBOT instead of a human DrawerSketchtopia human-agent gameplay · Sketchtopia test set (800 sessions)Win rate: 85.5 -> 51.6Hurt
Use GUESSBOT instead of a human GuesserSketchtopia human-agent gameplay · Sketchtopia test set (800 sessions)Win rate: 85.5 -> 81.7Hurt
Use GUESSBOT instead of a human GuesserSketchtopia human-agent gameplay · Sketchtopia test set (800 sessions)Feedback Responsiveness Score: 40% -> 46%No clear effect
Use GUESSBOT instead of a human GuesserSketchtopia human-agent gameplay · Sketchtopia test set (800 sessions)Asynchronous Action Overlap: 0.29 -> 0.17Mixed
Use GUESSBOT instead of a human GuesserSketchtopia human-agent gameplay · Sketchtopia test set (800 sessions)Multimodal Action Timing Similarity: 0.00 -> 0.27Helped
Use DRAWBOT instead of a human DrawerSketchtopia human-agent gameplay · Sketchtopia test set (800 sessions)Multimodal Action Timing Similarity: 0.00 -> 0.39Hurt

Surprising findings

Limitations

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

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