Computer-Use Agent Taxonomy中文
R13.01.01.02 · TASK CLASS

3D action & open-world missions

Navigate and complete missions in 3D worlds.

20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.

Typical applications
Doom · Minecraft · open-world titles
Class GUI-need label
G3 · GUI-only

Task proposals · 20

Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.

R13.01.01.02-T01 Reach and press the exit switch of Doom E1M1

Original instruction

GZDoom runs Doom (harness-supplied IWAD) at the start of E1M1 on 'Hurt Me Plenty'. Navigate the level with keyboard and mouse, survive the zombiemen and press the exit switch.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Doom
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G3 · GUI-only
Interaction primitives
rt · Real-time control key · Shortcuts nav · Pan/zoom/scroll
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

GZDoom stat log written by the harness: level E1M1 exited via the normal exit with player alive. Console, cheats (iddqd/idclip) and savegames are disabled; demo recording (.lmp) replays the run to confirm.

Proposed partial credit

60% scaled by distance along the reference route; 40% exit switch pressed

R13.01.01.02-T02 Take the gold key and open the locked door in Wolfenstein 3D level 1

Original instruction

A browser port of Wolfenstein 3D (shareware episode, harness-hosted) is at the start of E1L1. Find the gold key and open the gold-locked door without dying.

Platforms
web · Any OS (web)
Applications
Wolfenstein 3D
Interfaces
brow · Browser
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control key · Shortcuts nav · Pan/zoom/scroll
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

Game-state bridge (harness only) reports key=gold true and the specific door's state open, player health > 0. Debug keys removed from the build. DevTools are disabled by browser policy and game objects are closure-scoped, so state cannot be patched by script; only trusted (isTrusted) keys are accepted.

Proposed partial credit

50% gold key obtained; 50% locked door opened

R13.01.01.02-T03 Reach the first slipgate of Quake e1m1

Original instruction

Quake (QuakeSpasm, harness-supplied pak files) is loaded at the start of e1m1 on Normal skill. Fight through the base and enter the slipgate at the end of the level.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Quake
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G3 · GUI-only
Interaction primitives
rt · Real-time control key · Shortcuts nav · Pan/zoom/scroll
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
4 / 5

Proposed verifier

Engine log: level change from e1m1 via the exit trigger. The console is disabled (no god/noclip/map cheats); demo file replays the run.

Proposed partial credit

60% scaled by route progress; 40% slipgate entered

R13.01.01.02-T04 Survive 60 seconds in ViZDoom Defend the Center

Original instruction

A ViZDoom window shows the 'defend_the_center' scenario: you are fixed in the middle of a circular room, can only turn and shoot, and monsters approach from all sides. Survive for 60 seconds.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Doom · ViZDoom
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control key · Shortcuts vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
2 / 5

Proposed verifier

ViZDoom episode variables (harness side): episode time ≥ 60 s with health > 0. The agent controls the game through OS key events on the visible window; the Python API handle is not exposed.

Proposed partial credit

50% scaled by survival time up to 30 s; 50% scaled from 30 to 60 s

R13.01.01.02-T05 Collect medkits to survive in ViZDoom Health Gathering Supreme

Original instruction

ViZDoom runs 'health_gathering_supreme': the floor drains health and medkits are scattered among poison vials in a maze-like room. Move to collect medkits and avoid vials to survive the full 2,100-tic episode.

Platforms
mac · macOS win · Windows lin · Linux
Applications
ViZDoom
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control key · Shortcuts nav · Pan/zoom/scroll
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

ViZDoom episode stats: survived tics (pass at 2,100) and medkits collected. The ViZDoom Python API handle is not exposed to the agent and the game console is disabled; only OS key events on the window are accepted.

Proposed partial credit

50% scaled by survived tics up to 1,050; 50% scaled from 1,050 to 2,100

R13.01.01.02-T06 Find two secrets and exit Doom E1M2

Original instruction

In GZDoom (Doom IWAD), start E1M2 'Nuclear Plant' on 'Hurt Me Plenty'. Find at least two of the level's secret areas and then exit the level. The automap is allowed; cheats are not.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Doom
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control key · Shortcuts nav · Pan/zoom/scroll
Work product
WP11 · Game/sim state
Conditions
long · Long-horizon hidden · Hidden/stale state
Proposed difficulty
5 / 5

Proposed verifier

Intermission stats (harness reads the level-stat log): secrets found ≥ 2 and level exited normally. Console disabled; .lmp demo replay confirms.

Proposed partial credit

25% first secret found; 25% second secret found; 50% level exited

R13.01.01.02-T07 Walk to the nearest village in Minecraft within ten in-game minutes

Original instruction

A Minecraft Java 1.20.4 world (seed in seed.txt, survival, peaceful) is loaded at spawn. Find and walk to the nearest village within 10 in-game minutes (12,000 ticks). F3 coordinates are disabled ('reducedDebugInfo'); use landmarks and exploration.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Minecraft
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control nav · Pan/zoom/scroll vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

Server plugin logs player position each second: pass when within 32 blocks of the nearest village centre before tick 12,000. Commands and the debug screen are disabled; chat is muted.

Proposed partial credit

50% scaled by distance to the village closed over the first half of the way; 50% scaled over the second half, full credit on arrival in time

R13.01.01.02-T08 Kill a zombie at night in Minecraft without dying

Original instruction

Minecraft Java survival world (normal difficulty), night just started, player has a stone sword, leather armour and 5 bread. Kill at least one zombie and survive until sunrise without dying.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Minecraft
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G3 · GUI-only
Interaction primitives
rt · Real-time control key · Shortcuts vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
2 / 5

Proposed verifier

Server statistics file: minecraft:killed/zombie ≥ 1 and deaths = 0 at world time 23,000 (sunrise). Commands disabled.

Proposed partial credit

50% zombie killed; 50% survived to sunrise

R13.01.01.02-T09 Locate and enter a stronghold with eyes of ender

Original instruction

A Minecraft Java survival world starts with the player holding 12 eyes of ender, iron gear, food and 64 cobblestone. Throw eyes to triangulate the stronghold, dig down, and reach the end-portal room.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Minecraft
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G3 · GUI-only
Interaction primitives
rt · Real-time control nav · Pan/zoom/scroll vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
long · Long-horizon
Proposed difficulty
5 / 5

Proposed verifier

Server plugin: player bounding box inside the end-portal room structure; deaths = 0. F3 coordinates disabled; commands disabled.

Proposed partial credit

30% stronghold direction narrowed (distance to it < 300 blocks); 30% stronghold entered; 40% portal room reached

R13.01.01.02-T10 Defeat the first boss in Valheim with provided gear

Original instruction

A local Valheim world (fixed seed) starts beside the Eikthyr altar with a crude bow, 100 fire arrows, flint axe, leather armour and food. Summon Eikthyr with the provided trophies and defeat it.

Platforms
win · Windows lin · Linux
Applications
Valheim
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G3 · GUI-only
Interaction primitives
rt · Real-time control key · Shortcuts vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
4 / 5

Proposed verifier

World save parsed after the run: global key 'defeated_eikthyr' set. Devcommands disabled (BepInEx not loaded for the agent); the server-side save is the source of truth.

Proposed partial credit

20% boss summoned; 50% scaled by boss health removed; 30% defeated

R13.01.01.02-T11 Climb to the rooftop marker in Goat Simulator 3

Original instruction

Goat Simulator 3 is loaded on the opening map with a waypoint marker on a tall building. Reach the rooftop marker by climbing ladders, ledges and objects.

Platforms
win · Windows
Applications
Goat Simulator 3
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G3 · GUI-only
Interaction primitives
rt · Real-time control nav · Pan/zoom/scroll vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

A harness mod logs player position: pass when inside the marker volume. Without the mod, a VLM judge checks the final frame for the rooftop view (stated fallback, audited by a human sample). The agent has no shell or mod-loader access, and the harness mod exposes no console or teleport, so position changes come only from gameplay input.

Proposed partial credit

50% scaled by height gained over the first half of the climb; 50% scaled over the second half, full credit inside the volume

R13.01.01.02-T12 Repair the scanner and take off in No Man's Sky

Original instruction

A No Man's Sky save starts at the crash site on the first planet. Gather the required resources, repair the multi-tool Scanner, then repair the ship's launch thruster and take off.

Platforms
win · Windows
Applications
No Man's Sky
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G3 · GUI-only
Interaction primitives
rt · Real-time control nav · Pan/zoom/scroll click · Point & click
Work product
WP11 · Game/sim state
Conditions
long · Long-horizon
Proposed difficulty
3 / 5

Proposed verifier

Save JSON (decompressed by the harness): Scanner tech not damaged; launch thruster repaired; player state 'in ship' with altitude above ground after the run. The agent has no shell or file-manager access, and the harness hashes the save at launch and logs each write by process, so a save edited outside the game is detected.

Proposed partial credit

35% scanner repaired; 35% thruster repaired; 30% take-off

R13.01.01.02-T13 Retrieve the Dragonstone from Bleak Falls Barrow in Skyrim

Original instruction

Skyrim Special Edition save begins at Riverwood with quest 'Bleak Falls Barrow' active, level-6 character with gear. Travel to Bleak Falls Barrow, solve the claw door and pillar puzzles, defeat the draugr overlord and take the Dragonstone.

Platforms
win · Windows
Applications
Skyrim
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control nav · Pan/zoom/scroll vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
long · Long-horizon
Proposed difficulty
5 / 5

Proposed verifier

Save file parsed (inventory and quest stage): Dragonstone in inventory and quest stage ≥ 30. Console commands disabled via an INI lock.

Proposed partial credit

20% barrow reached; 20% pillar puzzle; 20% claw door; 40% Dragonstone obtained

R13.01.01.02-T14 Complete the first four test chambers in Portal

Original instruction

Portal (Steam, offline mode) is at the start of test chamber 00. Complete chambers 00 through 03, placing portals and boxes on buttons as required.

Platforms
win · Windows mac · macOS lin · Linux
Applications
Portal
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G3 · GUI-only
Interaction primitives
rt · Real-time control geom · Precise geometry nav · Pan/zoom/scroll
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
4 / 5

Proposed verifier

Source engine console log (written via -condebug, console input disabled): map transition events through testchmb_a_02 reached and chamber 03 exit elevator triggered.

Proposed partial credit

25% chamber 00 completed; 25% chamber 01; 25% chamber 02; 25% chamber 03

R13.01.01.02-T15 Follow a waypoint route through a cave in a voxel game

Original instruction

A Luanti (Minetest) world has a numbered sign trail through a dark cave system; the player has torches. Reach waypoint sign 8 (the cave exit) within 5 real-time minutes without falling into the lava pool.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Minetest
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control nav · Pan/zoom/scroll vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

Server mod logs position and deaths: pass when within 3 nodes of sign 8 before 300 s with no deaths. Chat commands and fly/noclip privileges revoked.

Proposed partial credit

50% scaled by waypoints 1-4 reached; 50% scaled by waypoints 5-8 reached; 0 on death

R13.01.01.02-T16 Clear Doom II MAP01 on Ultra-Violence losing at most half health

Original instruction

In GZDoom with Doom II (harness-supplied IWAD), play MAP01 'Entryway' on Ultra-Violence from a pistol start. Exit the level with at least 50% health remaining and at least 80% kills.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Doom
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control key · Shortcuts vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
4 / 5

Proposed verifier

Level-stat log: exit with health ≥ 50 and kill percentage ≥ 80. Cheats and console disabled; demo replay confirms.

Proposed partial credit

40% exit; 30% scaled by kill percentage up to the 80 target; 30% health ≥ 50

R13.01.01.02-T17 Find the exit of the ViZDoom My Way Home maze

Original instruction

ViZDoom runs 'my_way_home': a maze of rooms with the green vest goal in a fixed room and a random start. Reach the vest within the 2,100-tic limit.

Platforms
mac · macOS win · Windows lin · Linux
Applications
ViZDoom
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control nav · Pan/zoom/scroll vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
2 / 5

Proposed verifier

Episode reward and position from ViZDoom (harness side): goal picked up before timeout. Run across 3 random starts; pass rate is the score. The ViZDoom Python API handle is not exposed to the agent and the console is disabled; only OS key events on the window are accepted.

Proposed partial credit

34% goal reached from start 1; 33% from start 2; 33% from start 3

R13.01.01.02-T18 Follow the companion to camp in a Red Dead Redemption 2 mission

Original instruction

Red Dead Redemption 2 (story mode, save at chapter 1 'Outlaws from the West' after the cabin) is loaded. Ride with the gang through the snow following Dutch, stay within the mission area, and reach the next checkpoint at the Colter camp.

Platforms
win · Windows
Applications
Red Dead Redemption 2
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G3 · GUI-only
Interaction primitives
rt · Real-time control nav · Pan/zoom/scroll key · Shortcuts
Work product
WP11 · Game/sim state
Conditions
long · Long-horizon
Proposed difficulty
4 / 5

Proposed verifier

Checkpoint reached detected by a save-file mission-state byte; fallback: perceptual hash of the checkpoint screen. Mission failures ('You left your gang') are counted. No trainers or script hooks are installed, and the agent has no shell access to the save folder, so progress comes only from play.

Proposed partial credit

60% scaled by route progress (VLM-free hash checkpoints); 40% camp checkpoint reached

R13.01.01.02-T19 Defend a Minecraft village through a full raid

Original instruction

Minecraft Java survival (normal), player with iron armour, bow, 128 arrows, shield, iron sword and food, has the Bad Omen effect next to a village. Trigger the raid and defeat all waves so the 'Hero of the Village' effect is granted, with at least 5 villagers alive.

Platforms
mac · macOS win · Windows lin · Linux
Applications
Minecraft
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control key · Shortcuts vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
long · Long-horizon
Proposed difficulty
5 / 5

Proposed verifier

Server plugin: raid status 'victory' event, player has hero_of_the_village effect, villager count in the village ≥ 5. Commands disabled.

Proposed partial credit

60% scaled by waves defeated; 25% victory; 15% ≥ 5 villagers alive

R13.01.01.02-T20 Win a bot deathmatch in OpenArena

Original instruction

OpenArena runs a free-for-all deathmatch on map oa_dm1 against 3 bots at skill 2 ('Hurt me plenty'), frag limit 10. Win the match (first to 10 frags).

Platforms
mac · macOS win · Windows lin · Linux
Applications
OpenArena
Interfaces
desk · Desktop GUI
GUI need · task setting
G3 · GUI-only
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
rt · Real-time control key · Shortcuts vis · Visual judgment
Work product
WP11 · Game/sim state
Conditions
None declared
Proposed difficulty
4 / 5

Proposed verifier

Server log parsed: match end with the player's frag count = 10 and highest. The console is disabled for the agent and no rcon password is issued, so frags cannot be set by command; demo recorded.

Proposed partial credit

50% scaled by player frags / winner frags up to 0.5; 50% scaled from 0.5 to 1.0 (full credit for winning)

Mapped research references

Existing benchmark-to-class links from the research catalog. They are not record-level annotations, executions or product endorsements.

In this workflow family