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BENCHMARKING MOBILE DEVICE CONTROL AGENTS ACROSS DIVERSE CONFIGURATIONS
Juyong Lee1
Taywon Min2
Minyong An3
Changyeon Kim1
Kimin Lee1
1KAIST
2Seoul National University
3Yonsei University
ABSTRACT
Developing autonomous agents for mobile devices can significantly enhance user
interactions by offering increased efficiency and accessibility. However, despite
the growing interest in mobile device control agents, the absence of a commonly
adopted benchmark makes it challenging to quantify scientific progress in this area.
In this work, we introduce B-MoCA: a novel benchmark designed specifically
for evaluating mobile device control agents. To create a realistic benchmark, we
develop B-MoCA based on the Android operating system and define 60 common
daily tasks. Importantly, we incorporate a randomization feature that changes
various aspects of mobile devices, including user interface layouts and language
settings, to assess generalization performance. We benchmark diverse agents,
including agents employing large language models (LLMs) or multi-modal LLMs
as well as agents trained from scratch using human expert demonstrations. While
these agents demonstrate proficiency in executing straightforward tasks, their
poor performance on complex tasks highlights significant opportunities for future
research to enhance their effectiveness. Our source code is publicly available at
https://b-moca.github.io.
1
INTRODUCTION
Autonomous agents controlling digital devices have great potential benefits. For example, these
agents can improve the accessibility of user interactions, especially for users with physical disabilities
or those facing challenges in operating devices, or boost productivity by automating tedious jobs.
This leads to increased interest in developing agents for mobile device control, and diverse approaches
have been introduced, including agents based on large language models (LLMs; Wen et al. 2023; Yan
et al. 2023) and agents trained with human demonstrations (Sun et al., 2022; Li et al., 2023), toward
assistive agents that can understand the screen layout of the devices and manipulate the user interface
(UI) to follow human instructions.
Despite recent progress in developing mobile device control agents based on real systems, such as
Android emulators (Toyama et al., 2021; Shvo et al., 2021; Zhang et al., 2023), prior works often
overlook several important properties. One is testing generalization ability across diverse device
configurations, which is crucial in deploying agents in real devices. Moreover, practical tasks essential
for life (such as creating an alarm or making emergency calls) are often neglected because of the
challenges in defining a wide range of practical tasks with robust success criteria in various device
settings. The lack of a unified benchmark encompassing these important properties has impeded
scientific progress in this field.
In this work, we introduce B-MoCA: a Benchmark designed for evaluating Mobile device Control
Agents across diverse configurations, based on Android emulators (see Figure 1). A key feature of
B-MoCA is supporting numerous customization to mirror diverse device configurations,including
variations in icon placements, sizes, wallpapers, languages, and device types. Utilizing this feature,
users can easily create diverse environments with various configurations to evaluate generalization
ability. Additionally, we define 60 practical tasks grounded in realistic scenarios, such as opening
specific applications, initializing searches over the web, and adjusting device settings. To ensure
reliable evaluation, B-MoCA provides rule-based success detectors, which are based on pre-defined
task completion criteria.
1
arXiv:2404.16660v1  [cs.HC]  25 Apr 2024


ICLR 2024 Workshop on Generative Models for Decision Making
Mobile Device 
Environment
Daily Tasks
Diverse Device Setups
Mobile Device 
Control Agent
LLM with
Text Action
MLLM with 
Text Action
or
Algorithmic Designs
Vision-Language
Model with
UI-based Action 
or
Figure 1: Illustration of B-MoCA. We present a realistic benchmark for assessing the performances
of mobile device control agents in executing everyday tasks. To analyze generalization ability, we
introduce a randomization feature that changes various device attributes. We benchmark agents
leveraging LLMs or MLLMs as well as agents with vision-language models trained from scratch.
We benchmark various methods for building mobile device control agents in B-MoCA. The baselines
include agents employing text-only large language models (LLMs) or multi-modal LLMs (MLLMs),
which benefit from extensive knowledge obtained through pre-training. We consider both closed-
source models, such as GPT-4 (Achiam et al., 2023) and Gemini (Gemini et al., 2023), and open-
source models, such as Llama 2 (Touvron et al., 2023) and Llama 3. Additionally, we train agents
from scratch that directly interact with device UIs using behavior cloning (BC; Pomerleau 1988).
In our experiments, we find that the agents exhibit fundamental skills in mobile device control, such
as solving straightforward tasks or completing tasks in training environments. However, they struggle
in more challenging scenarios, such as handling more difficult tasks or generalizing to unseen device
configurations. Specifically, the agents employing LLMs or MLLMs show high robustness across
diverse device configurations, while they fall short on multiple sequential decision-making. Agents
trained with BC, on the other hand, successfully mimic expert behaviors but lack generalization
ability in test environments with unseen device configurations. We study the effect of different design
choices on leveraging foundation models, including few-shot learning and the visual prompting
method. We also analyze the effect of using pre-trained representation models or utilizing different
numbers of training device environments while training agents from scratch. Our extensive analyses
reveal the limitations of existing methods in mobile device control, calling for future research.
We open-source all the source codes and relevant materials for easy reproduction of our environments
and experiments. We hope B-MoCA helps future researchers identify challenges in building assistive
agents and easily compare the efficacy of their methods over the prior work.
2
B-MOCA
In this section, we introduce B-MoCA: a benchmark designed to evaluate the performance of mobile
device control agents on diverse device configurations in executing common daily tasks.
2.1
DESIGN FACTORS
To create a realistic benchmark for mobile device control agents, we build our benchmark based on
Android, a widely used open-source operating system. In this benchmark, we frame device control
as a sequential decision-making problem, reflecting the multi-step nature of the real interactions
(Section 2.2). Designing a meaningful benchmark for mobile device control poses a significant
challenge, particularly in defining practical tasks like opening applications or adjusting device
settings. To address this, we consider 60 basic tasks that involve commonly used applications like
Chrome and Calendar, ensuring relevance to everyday life. Each task is equipped with a success
detector to evaluate the agent’s performance in accurately completing the task (Section 2.3).
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ICLR 2024 Workshop on Generative Models for Decision Making
Figure 2: Examples of the home screen images from environments in B-MoCA. The randomized
features span icon location, font size, wallpaper, language, and device type and challenge the
generalization ability of agents.
Given the diverse nature of user mobile device setups, such as variations in icon placements, wall-
paper choices, languages, and device types, it is important to test the generalization abilities of
device-control agents across diverse setups. To assess generalization performance, we incorporate
a randomization feature in our benchmark. This feature is designed to simulate various real-world
scenarios by changing various aspects of mobile devices, such as user interface layouts and wallpapers
(Section 2.4).
2.2
PROBLEM FORMULATION
In B-MoCA, we formulate the device management task as a sequential decision-making problem,
where an agent interacts with an environment. Formally, given a task instruction c, an agent receives
an observation ot and takes an action at based on its policy at ∼π(·|ot, c) at each timestep t. The
environment (i.e., Android emulator) returns a success signal rt and the environment transitions to
the next observation ot+1.
Observations, which capture the UI elements, can be represented as either screen pixels, screen
descriptions derived from the Android view hierarchy, or a combination of both. The action space
comprises a dual-gesture, similar to Rawles et al. (2023), which consists of a pair of (x, y) screen
locations for touch and lift. The dual-gesture action is identified as tapping the screen when
the two locations are identical within a specified threshold or swiping the screen when the distance
between the two locations exceeds this threshold. Additionally, the agent can press navigation buttons
(i.e., back, home, and overview) by touching the corresponding button locations on the screen. We
note that our benchmark supports text-based actions, enabling the utilization of the LLMs or MLLMs
(see Section 3.1 for details).
We refer the readers for further details on the environment implementation to Appendix A.1.
2.3
DAILY TASKS
Our B-MoCA includes 60 tasks essential for managing digital devices, providing functionalities
useful in daily routines. Each task is designed to be grounded in realistic situations, such as setting the
alarm or enabling airplane mode. The tasks span various applications and require agents to interact
with diverse UI elements, such as application icons, checkboxes, toggle switches, input fields, and
sliders. For a comprehensive list of tasks, we refer readers to Appendix B.1.
Task completion is determined by a rule-based success detector implemented using Android Debug
Bridge (ADB). This success detector monitors logs from ADB and identifies the successful completion
based on pre-defined criteria. These criteria are established by examining ADB logs from human
demonstrations for each task and selecting the log produced when the target task is completed. With
the pre-defined criteria, then, the success detector automatically finds the matching regular expression
in the ADB logs to signal the task completion. The success signal is with the value of +1 when the
task is completed, and 0 otherwise. An episode terminates as a success if the success detector signals
completion, or as a failure if the agent exceeds a maximum step limit without meeting the criteria.
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ICLR 2024 Workshop on Generative Models for Decision Making
Task instruction
Vision-Language-UI
Agents
Large Language Model 
Agents
Multimodal 
Large Language Model
Agents
XML
Parser
Text observation
Text action
Action
Converter
XML
Parser
Text action
Multimodal 
observation
Action
Converter
Image observation
Dual-gesture action
Figure 3: Illustration of baseline agents. LLM agents and MLLM agents interact with environments
through additional XML parser and action converter, to obtain text descriptions and manipulate UIs
with text actions. VLUI agents directly leverage the UIs with screen images and dual-gesture actions.
2.4
ENVIRONMENT RANDOMIZATION
In mobile device control, developing agents that can generalize across various device setups is crucial.
To evaluate their generalization ability, B-MoCA incorporates a randomization feature that changes
icon placements and sizes, wallpapers, languages, and device types. Users can select the device type
from a device list that includes popular models like Pixel 3, Pixel 4, Pixel 6, and WGXA Tablet. They
can also specify the locales to set the language and region, choose wallpapers from a selection of
custom images, and activate dark mode for further environmental variation. Moreover, the sizes of
icons and text can vary between small, medium, and large. Lastly, applications can be randomly
placed on the home screen to simulate real-world usage patterns.
Using randomization features, we create 45 unique environments in B-MoCA, with examples shown
in Figure 2. To assess the generalization ability, we divide the 45 distinct environments into two
sets: 35 for training and 10 for testing. We employ domain randomization (Tobin et al., 2017) to
train agents, enabling them to perform tasks robustly across diverse device configurations. We then
evaluate the performance on test environments, which include unseen device setups. A detailed list of
environment device configurations we prepare is available in Appendix A.2.
3
BASELINES
In this work, we benchmark various approaches for building mobile device control agents: LLM
agents, MLLM agents, and Vision-Language-UI (VLUI) agents (see Figure 3). LLM agents and
MLLM agents are developed using foundation models like LLMs and MLLMs, respectively (Sec-
tion 3.1). VLUI agents, which consist of vision-language encoders, are trained from scratch using
human expert demonstrations (Section 3.2).
3.1
LLM AGENTS AND MLLM AGENTS
Utilizing foundation models such as LLMs and MLLMs, which contain extensive knowledge and have
emergent capabilities, becomes a major direction in developing mobile device control agents (Wen
et al., 2023; Yan et al., 2023). In this work, we benchmark two types of agents that employ different
foundation models: LLMs (e.g., GPT-4) and MLLMs (e.g., GPT-4V). LLM agents utilize only the
text descriptions of the screen layout to generate text actions, while MLLM agents process both text
and visual inputs.
To facilitate the interactions of LLM and MLLM agents with an Android emulator, we define an XML
parser (Zhang et al., 2023; Yang et al., 2023b). This XML parser converts the UI elements, from the
Android view hierarchy of the screen presented in XML format, into a list of text descriptions. The
description includes the location of the bounding box, if necessary. Additionally, we define a set of
possible action options, as detailed in Table 1, that can be converted into a corresponding dual-gesture
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ICLR 2024 Workshop on Generative Models for Decision Making
Action option
Description
dual-gesture(*)
Operate a dual-gesture action
with arguments (*).
tap(numeric tag)
Tap UI element labeled
with numeric tag.
swipe(direction)
Swipe to direction.
press("HOME")
Press home button.
press("BACK")
Press back button.
press("OVERVIEW")
Press overview button.
Table 1: A set of action options for text-based
agents. Additional options are converted into
corresponding dual-gesture actions.
Role: You are an agent that is trained to perform daily tasks
on digital devices, such as smartphones [...]
Action space: You need to select an action option [...]
Goal: [...]
(Optional) Few-shot examples: [...]
Output format: Your output should follow the given format
• Description: Describe what you observe in the input
• Thought: To complete the given task, what is the next step
• Action: The function call with the correct parameters
Observation: [...]
1
Figure 4: An overview of prompt for the text-based
agents, with abbreviated relevant information as
[...]. The complete prompt is at Appendix C.1.
action.1 These action options include tapping the UI element by choosing the numeric tags, swiping
the screen in pre-defined directions (up, down, left, right), and pressing the button with the names.
With these text-based observations and actions, we prompt the foundation models to explain the
agents’ role, action space definition, goal, (optional) few-shot examples, and current observation. Our
prompts, outlined in Figure 4, also incorporate the Chain-of-Thought technique (Wei et al., 2022) to
enhance the reasoning ability of the agents by enforcing a certain output format.
3.2
VLUI AGENTS
Despite the promising results of LLMs, leveraging these foundation models presents several chal-
lenges such as the necessity of auxiliary interfaces or difficulties in fine-tuning. Thus, we also
investigate another type of agent that can be trained from scratch: VLUI agents, named after the
vision-language model with UI actions. Characterized by their direct interaction with device UIs in
a human-like manner, these agents can significantly benefit from the easy incorporation of human
demonstrations for training, potentially improving learning efficiency.
To be detailed, VLUI agents take a task instruction and screen images as the input and produce a
dual-gesture action as the output. Input embeddings are extracted using vision and language encoders
and a transformer (Vaswani et al., 2017) module is utilized to process these embeddings and generate
the dual-gesture actions. Specifically, we train a deterministic multi-task policy πθ(at|ot, c) using
BC (Pomerleau 1988; Schaal 1996). The parameters θ of the policies are optimized to imitate the
human expert demonstrations D = {(ot, a∗
t , c)} by minimizing the following objective with mean
squared error function L(·):
X
(ot,a∗
t ,c)∼D
L(πθ(at|ot, c), a∗
t ).
We refer readers to Appendix C.2 for more details on the architecture of VLUI agents.
4
EXPERIMENTS
We design our experiments to investigate the following research questions:
• Can baseline agents perform daily tasks on mobile devices? (Section 4.2)
• What are the distinctive characteristics of each agent? (Section 4.2)
• What are the effects of different design choices for LLM or MLLM agents? (Section 4.3)
• How crucial is the pre-training or training data diversity for VLUI agents? (Section 4.4)
1To convert text actions to dual-gesture actions, we define the action converter. We analyze the efficacy of
the action options in Appendix E.1.
5


0
30
60
90
Success Rates (%)
VLUI
MLLM (GPT-4V)
MLLM (Gemini-Pro-V)
LLM (GPT-4)
LLM (Gemini-Pro)
Airplane
0
30
60
90
Success Rates (%)
Alarm1
0
30
60
90
Success Rates (%)
Alarm2
0
30
60
90
Success Rates (%)
VLUI
MLLM (GPT-4V)
MLLM (Gemini-Pro-V)
LLM (GPT-4)
LLM (Gemini-Pro)
Brightness
0
30
60
90
Success Rates (%)
Call 911
0
30
60
90
Success Rates (%)
Language
Figure 5: Average success rates of the baseline agents in the test environments. We report the mean
and standard error across three runs. LLM agents are in three-shot learning, and MLLM agents are
without SoM prompting and in one-shot learning for Gemini-Pro-V (due to maximum context
length) or three-shot learning for GPT-4V. The text-based agents with GPT-4 or GPT-4V show the
best performances on Airplane, Alarm1, and Birhgtness, while VLUI agents show better
performances on Alarm2, Call 911, and Language.
4.1
EXPERIMENTAL SETUP
In our experiments, we evaluate LLM agents, MLLM agents, and VLUI agents using six representa-
tive tasks: named, Airplane, Alarm1, Alarm2, Brightness, Call 911, and Language.
These tasks are selected to cover navigating multiple pages in target applications and manipulating
diverse UI elements which vary in configuration across different device settings. For example, on
Alarm2, the agents need to reach the alarm tab in the clock application and adapt to varying shapes
of clock UI in a shape of either rectangle or circle with different size options. We display exemplary
expert demonstrations on these tasks in Appendix B.2. For each task, the task instruction is as follows:
• Airplane: “turn on airplane mode”
• Alarm1: “turn on alarm at 9 am”
• Alarm2: “create an alarm at 10:30 am”
• Brightness: “decrease the screen brightness in setting”
• Call 911: “call 911”
• Language: “go to the ‘add a language’ page in setting”
For LLM agents, we employ the closed-source models Gemini-Pro (Gemini et al., 2023) and GPT-4
(GPT-4-0125-preview; Achiam et al. 2023).2 We study LLM agents with both zero-shot
and few-shot learning cases. For few-shot learning, we sample examples from 210 human expert
demonstrations (see Appendix D.1 for dataset collection). For MLLM agents, we leverage Gemini-
Pro-V and GPT-4V (GPT-4-vision-preview). We report MLLM agents in only few-shot
learning and investigate visually grounding the agents with Set-of-Mark (SoM) prompting (Yang
et al., 2023a). We provide more details on the configurations for LLM and MLLM Agents in
Appendix C.3. For VLUI agents, we train multi-task policies where each policy performs all six tasks.
The policies are trained with BC using the 210 human expert demonstrations.3 We refer the readers
to Appendix C.4 for more details on the training procedures of VLUI agents.
For each evaluation, we measure the success rates of the agents in the 10 test environments and
compute the average success rates. These success rates are automatically computed by the rule-based
success detector. We report the mean and standard error across three different runs.
4.2
MAIN RESULTS
Figure 5 shows the success rates of LLM agents, MLLM agents, and VLUI agents in test envi-
ronments. LLM agents and MLLM agents utilize their pre-trained base knowledge and few-shot
2We include experiments with open-source models of Llama 2 (Touvron et al., 2023), Llama 3, and
AgentLM (Zeng et al., 2023) in Appendix E.2.
3We also include experimental results of VLUI agents trained with offline reinforcement learning by employ-
ing the success signals as rewards in Appendix E.3.
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ICLR 2024 Workshop on Generative Models for Decision Making
(a)
(b)
(c)
Executed 
Action
Desired
Action
Figure 6: The common failure modes of the agents.
(a) LLM agents fail to complete sequential steps,
(b) MLLM agents miss details in the images, and
(c) VLUI agents tap the wrong icon locations.
LLM
(zero-shot)
LLM
(few-shot)
MLLM
(w/o SoM)
MLLM
(w/ SoM)
Airplane
53 ± 03
73 ± 12
80 ± 06
83 ± 03
Alarm1
42 ± 13
67 ± 03
60 ± 15
62 ± 09
Alarm2
00 ± 00
00 ± 00
23 ± 03
17 ± 03
Brightness
73 ± 12
73 ± 09
87 ± 03
83 ± 03
Call 911
00 ± 00
03 ± 03
53 ± 03
33 ± 09
Language
27 ± 06
43 ± 09
43 ± 09
47 ± 17
Table 2: Success rates of text-based agents with
different prompting methods. While few-shot
examples help LLM agents with GPT-4, we ob-
serve no significant gain from SoM prompting
for MLLM agents with GPT-4V.
examples to complete simple tasks with high performances (e.g., more than 70% on Airplane and
Brightness with GPT-4 or GPT-4V), but their success rates significantly drop as the tasks become
complex (e.g., less than 30% on Alarm2 even with GPT-4 or GPT-4V). VLUI agents, on the other
hand, imitate the behaviors of experts and exhibit average success rates of higher than 50% on all
tasks, except 47% on Alarm2. However, all methods still show low performances (less than 60%)
on complex tasks (i.e., Alarm2 and Call 911), which calls for new algorithms.
We provide more remarks on each agent type below.
Robustness of LLM agents and MLLM agents
Both types of agents employing foundation
models have shown robust performances in diverse device configurations. It is straightforward that
these agents are robust to the randomization over the visual appearances, such as icon locations or
font size, as the locations of the UI elements are described in the Android view hierarchy. In addition,
LLM agents with both Gemini-Pro and GPT-4 are robust to language changes, with descriptions
of UI elements in different languages. Particularly, these agents generalize to languages in test
environments, e.g., Korean and Egyptian Arabic, which are not included in the few-shot examples.
Remaining challenges for LLM agents
While exhibiting robust performances across diverse
device settings, several limitations of LLM agents are observed. First, the agents face difficulties with
long-horizon tasks, which require completing a precise sequence of multiple actions. For example,
on Call 911, the agents often make mistakes while typing the sequence of 9-1-1, as shown in
Figure 6(a). Second, the agents struggle to leverage few-shot examples adaptively. For instance,
on Brightness, we observe LLM agents naively copying the few-shot examples from different
device configurations without adjusting them to the current environment.
Efficacy of multi-modal input for MLLM agents
We confirm the effectiveness of image input
with MLLM agents employing GPT-4V, as large increases in success rates are observed on Alarm2
and Call 911 compared to LLM agents with GPT-4. However, MLLM agents share the challenges
of LLM agents in accurately executing complex tasks. Moreover, they still fall short in understanding
details of visual input, such as the small interface for setting AM/PM on Alarm2 as shown in
Figure 6(b). MLLM agents with Gemini-Pro-V show significantly lower performances than LLM
agents with Gemini-Pro, assumably due to the longer context length of multi-modal inputs. These
results indicate the remaining headroom in leveraging multi-modal inputs more efficiently.
Generalization ability of VLUI agents
We observe training VLUI agents with BC can lead to
high performances on many complex tasks where MLLM agents fail. These agents perform robustly
to unseen wallpapers, as being trained with multiple different background images. Also, they can
generalize their actions to unseen devices, e.g., Pixel 4, even though they are trained only on a single
device type, i.e., Pixel 3. However, VLUI agents begin failing to complete the tasks with severe
visual changes induced by unseen device configurations. While they exhibit higher than 90% success
rates in training environments, the performance degrades to less than 70% in test environments
(see Appendix D.2 for more details). Specifically, they suffer from handling unseen locations of UI
elements, as shown in Figure 6(c). We believe these findings reveal the importance of diversity in
training data from randomized environments (see Section 4.4 for more discussions).
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ICLR 2024 Workshop on Generative Models for Decision Making
Airplane
Alarm1
Alarm2
Brightness
Call911
Language
10
40
70
Success Rates (%)
 Randomly initialized
 Pre-trained
Figure 7: Success rates of VLUI agents with vi-
sual encoders randomly initialized or pre-trained.
Pre-training helps the performances of the agents.
Airplane
Alarm1
Alarm2
Brightness
Call911
Language
10
40
70
Success Rates (%)
 7 Envs
 21 Envs
 35 Envs
Figure 8: Success rates of VLUI agents with vary-
ing numbers of training environments. The suc-
cess rates escalate with more environments.
4.3
INVESTIGATIONS ON DESIGN CHOICES FOR LLM AGENTS AND MLLM AGENTS
The performance of LLM agents heavily relies on how the input prompts are tailored. Considering
only the leaf UI elements of Android view hierarchy to describe the screen layout, similar to prior
work (Li et al., 2020; Yang et al., 2023b) for example, might result in meaningless descriptions in
certain applications (e.g., the setting application on Airplane and Language). In this work, we
have leveraged the text attributes of all the available nodes to avoid such collapse, while we believe
there can be more simple yet expressive representation methods.
In addition, we observe that few-shot examples can significantly improve the performance of LLM
agents with GPT-4 compared to zero-shot cases. As shown in Table 2, equipping prompt with
few-shot examples improves the performance from 42% to 67% on Alarm1 and from 27% to 43%
on Language. However, employing few-shot examples does not always help agents, as shown on
Alarm2 or Brightness. We note that naive exploitation of expert demonstrations might lead to
excessive increases in computational cost and highlight the necessity of efficient few-shot prompting.
Moreover, we investigate the effect of common visual prompting methods for MLLM agents with
GPT-4V. To enhance the visual grounding ability of MLLMs, prior studies (Yan et al., 2023; Yang
et al., 2023b) have actively adopted SoM prompting, where each UI element in the input image is
marked with numeric tags. However, we find that SoM prompting can often significantly degrade the
performance of MLLM agents on Alarm2 and Call 911 as shown in Table 2. We hypothesize
that the numeric tags may cause confusion when overlaid on UI elements with numbers, such as dial
buttons or clock interfaces. For examples of the inputs used in SoM prompting, see Appendix D.3.
4.4
EFFECTS OF PRE-TRAINED ENCODERS AND DATA DIVERSITY FOR VLUI AGENTS
The main challenge of VLUI agents is the lack of generalization ability as mentioned in Section 4.2.
Hence, we examine the different algorithmic designs for the representation model of VLUI agents and
the effects of training diversity on performance robustness. We also include an additional experiment
with varying model sizes of visual encoders in Appendix E.4.
First, we compare VLUI agents in two different designs: visual encoders with parameters randomly
initialized and visual encoders pre-trained with ImageNet (Krizhevsky et al., 2017). As shown in
Figure 7, we observe significant improvements in success rates with pre-training, e.g., from 37% to
63% on Language. These results demonstrate the benefit of employing pre-trained representation
models, and we expect further improvements can be induced by leveraging more Android-specific
images for pre-training (Sun et al., 2022; Rawles et al., 2023).
Furthermore, we train VLUI agents by progressively increasing the number of training environments
(see Appendix D.1 for more details of the experiment setting). As shown in Figure 8, as the number
of training environments increases, the performance of VLUI agents escalates. Specifically, the
agents exhibit success rates of 20%, 40%, and 63% on Language with the number of training
environments 7, 21, and 35, respectively. We believe this verifies the efficacy of the environment
randomization feature incorporated in our benchmark toward more practical agents.
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ICLR 2024 Workshop on Generative Models for Decision Making
5
RELATED WORK
Foundation models for decision-making system
Inspired by the strong emergent properties of
foundation models (Brown et al., 2020; Wei et al., 2022), many researches have adopted LLMs to
develop decision-making system (Yao et al., 2023; Shinn et al., 2023). In robot learning, for example,
LLMs have been widely equipped for reasoning, planning, manipulation, and navigation (Driess et al.,
2023; Liang et al., 2023; Huang et al., 2023). Furthermore, agents with LLMs have shown capabilities
of performing interesting tasks in numerous simulated worlds, including game environments (Wang
et al., 2023; Tan et al., 2024) and virtual reality (Qian et al., 2023; Yang et al., 2024). In recent days,
focusing on practicalness, solving computer tasks with foundation models has also been actively
explored (Nakano et al., 2021; Furuta et al., 2023). We further study the abilities of foundation
models to control mobile devices toward assistive agents in real life.
Developing assistive agent for device control
For agents that effectively understand and manipu-
late the UI elements, a large body of work has leveraged the structural information, such as document
object model in HTML or Android view hierarchy (Branavan et al., 2010; Gur et al., 2019). In
addition, methods for equipping agents with the ability to understand information-rich screen images
have been widely investigated, mainly with vision-based reinforcement learning (Liu et al., 2018;
Humphreys et al., 2022; Shaw et al., 2023). Recently, diverse strategies to build device control
agents with foundation models are introduced, including prompting methods (Wen et al., 2023; Kim
et al., 2023), instruction-tuning (Furuta et al., 2023), fine-tuning with images (Zhan & Zhang, 2023;
Hong et al., 2023), and visual prompting (Yan et al., 2023; Yang et al., 2023b). Here, we present an
elaborate analysis of the main methods for building mobile device control agents.
Benchmark for decision-making agents
There have been continuous efforts to build reliable bench-
marks for sequential decision-making in video games (Bellemare et al., 2013), locomotion (Brockman
et al., 2016), and robotic manipulation (James et al., 2020). Lately, researchers have proposed bench-
marks for solving device control tasks, viewing it as another decision-making problem. For example,
Yao et al. (2022) and Zhou et al. (2024) have presented benchmark simulating web platforms, while
Toyama et al. (2021), Shvo et al. (2021), and Zhang et al. (2023) have suggested RL environments
adopting Android emulators. In this work, inspired by special-purpose benchmarks quantifying the
robustness of the agents (Cobbe et al., 2020; Stone et al., 2021), we newly propose a benchmark with
the randomization feature.
6
DISCUSSION & CONCLUSION
We present B-MoCA, a new benchmark designed for evaluating mobile device control agents. Our
benchmark provides diverse tasks applicable to everyday routines and environments that simulate
numerous device configurations. We conduct extensive experiments and demonstrate that B-MoCA
can serve as a standardized platform for developing different types of agents in a unified setting.
Finally, we mention several limitations and promising future directions of this work:
• Tasks with text typing While we define the action spaces with dual-gesture actions, text typing
by touching the soft keyboard demands excessively long interactions. In the future, we plan
to include tasks requiring text typing, such as web search or e-mail sending, with advanced
interfaces.
• Open-ended tasks and reward modeling Since the ADB-based success detector does not capture
the semantics of agent behaviors, tasks with ambiguous success criteria are hard to evaluate.
Alternatively, we believe employing the reward model learned from demonstrations (Fan et al.,
2022) can be used for integrating open-ended tasks.
• More on LLM agents Foundation models can be employed in different ways, such as using them
as a high-level planner to operate a set of pre-defined APIs (Chen & Li, 2024) or neural network
policies (Ahn et al., 2022) as low-level actors. Also, as training VLUI agents with demonstrations
results in high performances, fine-tuning LLMs is highly promising.
Toward practical mobile device control agents, we hope that B-MoCA stands as a valuable platform
with helpful resources for future innovations.
9


ICLR 2024 Workshop on Generative Models for Decision Making
IMPACT STATEMENT
This study proposes a benchmark designed to assess interactive mobile device management agents,
with social opportunities to enhance user accessibility and aid those facing disabilities. We caution
users about privacy concerns while we try to eliminate such potentials during task designs. Noting
the importance of research for preventing malicious usages of device control agents, we emphasize
B-MoCA as a useful test bed.
ACKNOWLEDGMENTS
We thank Dongjun Lee, Kyuyoung Kim, and Ahjeong Seo for providing sincere suggestions for
improving our work. This work was supported by Institute for Information & communications
Technology Promotion (IITP) grant funded by the Korea government (MSIT) (No.2019-0-00075
Artificial Intelligence Graduate School Program (KAIST)).
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Appendix:
Benchmarking Mobile Device Control Agent across Diverse Configurations
A
ENVIRONMENT DETAILS
A.1
ENVIRONMENT IMPLEMENTATION AND INTERFACE
Environment
B-MoCA is based on Android OS for real-system interactive evaluation. The
environment is simulated with Android virtual devices, containing the device hardware profile,
system image, storage area, and other relevant properties. The dynamics of the environments, such as
the transition rules, are governed by Android OS and applications.
Each environment is represented as an Android device, running on top of the Android emulator.
To be more specific, we define each environment as a snapshot, a stored image of the Android
virtual device. Each snapshot is built by saving an image of the target device after the configurations.
These configurations include randomizing the features of environments by placing icons in random
locations, setting dots per inch (DPI), modifying wallpapers, and changing the language. In addition,
our configuration process includes adjusting several device settings for accurate evaluation, such as
changing the database of applications.
To facilitate interactions between the environment and agents, we develop a set of interfaces. These
interfaces encompass various functionalities: to provide the task descriptions in text to the agents, to
capture screenshots of the virtual device, to provide the Android view hierarchy in XML format and
parse the text description of the screen, to extract dual-gesture actions from text-based actions, and to
deliver the dual-gesture action to the Android emulator.
Interaction Frequency
The Android emulators run asynchronously independent of the agent
that is interacting with the environments. However, this asynchronicity between the agent and the
environment may cause several issues such as incomplete transition of the environments or delayed
success signals. To alleviate the issue, we adjust the interaction frequency between agents and
environments. Specifically, this adjustment is operated by forcing the agent to wait a pre-defined
time before fetching the screen information from the environment. In our experiments, we fix the
interaction frequency during evaluation to be 1/3Hz across all types of agents.
Observation space
The observation space is comprised of either a screen image, a text description
of the screen in XML formats based on the Android view hierarchy, or both.
The screen images are used for multi-modal large language model (MLLM) agents and vision-
language-UI (VLUI) agents. Each image is resized into a resolution of 1024 × 2048 for MLLM
agents and 128 × 256 for VLUI agents.
The text descriptions are used for agents with LLMs and MLLMs. To build the text description, the
Android debug bridge (ADB) UI Automator is employed for acquiring the Android view hierarchy
in XML format. A pre-defined parser, then, converts the list of UI elements with attributes in an
XML file into a set of text descriptions of UI elements. The description includes the numeric tag
of UI elements, a short description of the elements including class name or content descriptions
(e.g., “com.google.android.apps.nexuslauncher.id title weather text Sunny,1◦C” for a view in the
home screen describing the weather). Also, we optionally provide the bounding box x-y coordinates
specifying the location of the elements, such as the slider interface. Moreover, we define the parser to
capture the descriptions of all the nodes in the Android view hierarchy. This is because we observe
that many UI elements are omitted if we only parse leaf nodes, resulting in meaningless descriptions
as discussed in Section 4.3.
Action space
The action space of the agents is defined as a set of dual-gesture actions {a| a =
(ytouch, xtouch, ylift, xlift) ∈R4}, similar to Rawles et al. (2023). Each value of dual-gesture action a is
normalized to be in between [−1, 1] with respect to the screen resolutions. The former two values
specify the location of the screen to touch, while the latter two values determine the location of the
screen to lift. This definition enables interpreting useful actions in digital device control, i.e., tapping
14


ICLR 2024 Workshop on Generative Models for Decision Making
or swiping the screens, in a precise and compressive manner. Also, our interface allows pressing the
navigator buttons available by touching the screen to support the essential actions for manipulating
Android devices.
Specifically, we implement an interface that determines whether the action is a tap, swipe, or pressing
of navigation buttons i.e., back, home, and overview. The action parsing interface converts the action
into taps, swipes, or pressing buttons following the rule as follows:
• The action is tapping, if d((xtouch, ytouch), (xlift, ylift)) < threshold
– The tapping is to press BACK button, if (xtouch, ytouch) = (0.95, 0.22)
– The tapping is to press HOME button, if (xtouch, ytouch) = (0.95, 0.50)
– The tapping is to press OVERVIEW button, if (xtouch, ytouch) = (0.95, 0.78)
• The action is swiping, if d((xtouch, ytouch), (xlift, ylift)) ≥threshold,
where the threshold value is defined as 0.14. This value is adjustable by users, while we find that
the value of 0.14 ensures proper interactions over UI elements, e.g., tapping the target application
icon, in all of our experiments. These specific values are tested to be consistent across different device
types, ensuring that the positions correspond to the correct buttons in all B-MoCA environments.
For LLM agents and MLLM agents, we further define action options. Following the action space
definition, the action options are designed to be compatible with a dual-gesture action. We prompt
the LLM agents to output actions among six possible options: raw dual-gesture action, tap, swipe,
press(“HOME”), press(“BACK”), and press(“OVERVIEW”). These action options are converted into
a corresponding dual-gesture action by an additional action extractor we define as below:
• For the dual-gesture action, we convert the text action into the four floating points by rounding
each value into the second decimal point.
• For tap actions, the LLM agent outputs an integer value specifying the numeric tag assigned to
the UI element. Given the tapping action with a numeric tag, the parser converts the action into a
tapping dual-gesture action with the bounding box information of the chosen UI element.
• For swipe actions, a direction ‘up’, ‘down’, ‘left’ and ‘right’ is converted into (0.8, 0.5, 0.2, 0.5),
(0.2, 0.5, 0.8, 0.5), (0.5, 0.2, 0.5, 0.8), and (0.5, 0.8, 0.5, 0.2), respectively.
• For the action press(“HOME”), press(“BACK”), and press(“OVERVIEW”), we convert the
outputs to dual-gesture actions in the same way as VLUI agents.
During the evaluation, we ignore the action in the wrong format by skipping the transition of the
environments but penalizing the agents by incrementing the steps taken, yet we observe both Gemini
and GPT models (as well as vision version of them) rarely make mistakes on the format.
A.2
TRAINING AND TEST ENVIRONMENTS CONFIGURATIONS
We construct 45 unique environments in B-MoCA, where 35 environments are for training and 10
environments are for testing. Each environment is provided with a unique identification (ID) number,
to distinguish the environments easily. Table 3 shows the list of the device configurations and the
home screen images of exemplary environments.
To construct environments, we use popular device types: Pixel 3, Pixel 4, Pixel 4 XL, Pixel 6, and
WGXA Tablet. For training environments, only Pixel 3 is employed. For evaluation environments,
we use all device types Pixel 3, Pixel 4, Pixel 4 XL, Pixel 6, and WGXA Tablet. In these models,
we alter the icon and font sizes by changing the dots per inch (DPI) values of the devices. For each
device type, we prepare three different sizes that users can select. We, then, change the wallpaper
with 13 images collected from a free license image website. These wallpaper image files are shared
in the open-source repository. We also customize the background images with the dark theme mode.
If the dark theme mode is activated, the device provides screen images with light-dark color reversed.
For instance, the wallpaper of the application list page is white in the default setting, while it becomes
black with dark theme mode activated. Furthermore, we incorporate changes in locale, specifying
the language and location of the devices. 12 different locales are used for 35 training environments,
while we include three more locales for the test environments.
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ICLR 2024 Workshop on Generative Models for Decision Making
Table 3: The device configuration of each environment with the home screen image
ID
000
001
002
003
004
Device type
Pixel 3
Pixel 3
Pixel 3
Pixel 3
Pixel 3
DPI
330
330
440
440
550
Locale
en-US
en-US
en-US
en-US
en-US
Wallpaper
000.jpg
000.jpg
000.jpg
000.jpg
000.jpg
Dark theme
-
-
-
-
-
ID
005
006
007
008
009
Device type
Pixel 3
Pixel 3
Pixel 3
Pixel 3
Pixel 3
DPI
440
440
330
440
550
Locale
en-US
en-US
en-US
en-US
en-US
Wallpaper
000.jpg
000.jpg
001.jpg
002.jpg
001.jpg
Dark theme
-
-
✓
✓
-
ID
010
011
012
013
014
Device type
Pixel 3
Pixel 3
Pixel 3
Pixel 3
Pixel 3
DPI
330
440
550
440
440
Locale
en-US
en-US
en-US
en-US
en-US
Wallpaper
002.jpg
008.jpg
003.jpg
010.jpg
013.jpg
Dark theme
-
✓
✓
-
✓
Continued on next page
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ICLR 2024 Workshop on Generative Models for Decision Making
Table 3: The device configuration of each environment with the home screen image (Continued)
ID
015
016
017
018
019
Device type
Pixel 3
Pixel 3
Pixel 3
Pixel 3
Pixel 3
DPI
330
440
440
550
330
Locale
en-US
en-US
en-US
en-US
en-US
Wallpaper
008.jpg
007.jpg
004.jpg
010.jpg
013.jpg
Dark theme
-
-
✓
✓
-
ID
020
021
022
023
024
Device type
Pixel 3
Pixel 3
Pixel 3
Pixel 3
Pixel 3
DPI
440
330
440
550
330
Locale
en-US
es-US
es-US
fr-CA
fr-CA
Wallpaper
004.jpg
001.jpg
002.jpg
001.jpg
002.jpg
Dark theme
-
✓
✓
-
-
ID
025
026
027
028
029
Device type
Pixel 3
Pixel 4
Pixel 4
Pixel 4
Pixel 5
DPI
440
550
440
440
330
Locale
zh-hans-CN
zh-hans-CN
hi-IN
ja-JP
ru-MD
Wallpaper
008.jpg
003.jpg
010.jpg
013.jpg
008.jpg
Dark theme
✓
✓
-
✓
-
Continued on next page
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ICLR 2024 Workshop on Generative Models for Decision Making
Table 3: The device configuration of each environment with the home screen image (Continued)
ID
030
031
032
033
034
Device type
Pixel 3
Pixel 3
Pixel 3
Pixel 3
Pixel 3
DPI
440
440
550
330
440
Locale
ar-AE
de-DE
ak-GH
pt-BR
pt-PT
Wallpaper
007.jpg
004.jpg
010.jpg
013.jpg
004.jpg
Dark theme
-
✓
✓
-
-
ID
100
101
102
103
104
Device type
Pixel 3
Pixel 3
Pixel 3
Pixel 3
Pixel 3
DPI
440
330
440
550
440
Locale
en-US
en-US
en-US
en-US
fr-CA
Wallpaper
000.jpg
000.jpg
009.jpg
012.jpg
009.jpg
Dark theme
-
-
✓
-
✓
ID
109
105
106
107
108
Device type
WXGA
Tablet
Pixel 3
Pixel 4
Pixel 5
Pixel 6
DPI
160
550
440
550
700
Locale
ar-EG
ko-KR
en-US
en-US
ur-PK
Wallpaper
012.jpg
009.jpg
012.jpg
005.jpg
011.jpg
Dark theme
-
✓
-
✓
-
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ICLR 2024 Workshop on Generative Models for Decision Making
B
TASK DETAILS
B.1
LIST OF DAILY TASKS
B-MoCA presents 60 daily tasks that are common in everyday life. The tasks are designed to operate
in diverse environments seamlessly and cover commonly used applications. Daily tasks effectively
simulate a wide range of essential skills for mobile device control problems, such as manipulating UI
elements (including application icons, checkboxes, and sliders), and can be employed for evaluating
mobile device control agents’ capabilities in performing tasks that mirror our daily activities.
In Table 4, we include the detailed list of tasks with the maximum step limit and the success criteria.
The success criteria are defined in the form of regular expression and are employed by the rule-based
success detector. The success criteria (filter) specifies the target application or activity, and the success
criteria (regex) refers to the regular expression we use. We also define the maximum step limits,
which are set for the rigorous evaluation of the agents’ proficiency on each task.
B.2
EXAMPLE OF DEMONSTRATION ON REPRESENTATIVE TASKS
In our experiments, we select six representative tasks. The tasks are selected to cover a wide range of
functionalities, such as navigating pages (e.g., tab in the clock application or different setting pages
in the setting application) and manipulating various UI elements (e.g., checkbox, slider, time pickers,
etc.). On each task, we display the successful demonstration in Figure 9.
Table 4: Comprehensive list of tasks.
Step
limit
Task instruction
Success criteria (filter)
Success criteria (regex)
4
“open the calendar app”
ActivityTaskManager
ˆ(.*?)START(.*?)com.android.calendar
4
“open the camera app”
ActivityTaskManager
ˆ(.*?)Start proc(.*?)com.android.camera
4
“open the chrome app”
ActivityTaskManager
ˆ(.*?)START(.*?)com.google.android.apps.chrome
4
“open the clock app”
ActivityTaskManager
ˆ(.*?)START(.*?)com.android.deskclock
4
“open the contact app”
ActivityTaskManager
ˆ(.*?)Start proc(.*?)com.android.contacts
4
“open the file manager app”
ActivityTaskManager
ˆ(.*?)START(.*?)files.FilesActivity
4
“open the gmail app”
ActivityTaskManager
ˆ(.*?)START(.*?)com.google.android.gm
4
“open the map app”
ActivityTaskManager
ˆ(.*?)START(.*?)com.google.android.maps.MapsActivity
4
“open the message app”
ActivityTaskManager
ˆ(.*?)START(.*?)com.google.android.apps.messaging
4
“open the phone app”
Dialer
ˆ(.*?)MainActivity.onCreate
4
“open the photos app”
ActivityTaskManager
ˆ(.*?)START(.*?)com.google.android.apps.photos
4
“open the play music app”
ActivityTaskManager
ˆ(.*?)START(.*?)com.android.music
4
“open the setting app”
ActivityManager
ˆ(*.?)Start proc(.*?)com.android.settings.Settings
4
“open the youtube app”
ActivityTaskManager
ˆ(.*?)START(.*?)com.google.android.youtube
4
“turn on alarm at 9 am”
AlarmClock
ˆ(.*?)Created new alarm instance
5
“delete alarm at 9 am”
AlarmClock
ˆ(.*?)Removed alarm
5
“go to the alarm page in clock”
AlarmClock
ˆ(.*?)Events: [Alarm] [Show Tab] [Tap]
5
“go to the stopwatch page in clock”
AlarmClock
ˆ(.*?)Events: [Stopwatch] [Show Tab] [Tap]
5
“go to the timer page in clock”
AlarmClock
ˆ(.*?)Events: [Timer] [Show Tab] [Tap]
5
“list audio files in file manager”
DirectoryFragment
ˆ(.*?)Showing directory(.*?)audio(.*?)root
5
“list image files in file manager”
DirectoryFragment
ˆ(.*?)Showing directory(.*?)images
5
“list video files in file manager”
DirectoryFragment
ˆ(.*?)Showing directory(.*?)videos
Continued on next page
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ICLR 2024 Workshop on Generative Models for Decision Making
Table 4: Comprehensive list of tasks. (Continued)
5
“list download files in file manager”
DirectoryFragment
ˆ(.*?)Showing directory(.*?)download
5
“activate the insert page in contact”
ActivityTaskManager
ˆ(.*?)START(.*?)INSERT(.*?)ContactEditorActivity
5
“activate the edit page in contact”
ActivityTaskManager
ˆ(.*?)START(.*?)EDIT(.*?)ContactEditorActivity
5
“activate the search bar in chrome”
AndroidIME
ˆ(.*?)LatinIme.onActivate(.*?)android.chrome
5
“activate the search bar in map”
AndroidIME
ˆ(.*?)LatinIme.onActivate(.*?)apps.map
5
“activate the search bar in youtube”
AndroidIME
ˆ(.*?)LatinIme.onActivate(.*?)android.youtube
5
“activate the search bar in google”
AndroidIME
ˆ(.*?)LatinIme.onActivate(.*?)android.googlequicksearchbox
5
“activate the search bar in message”
AndroidIME
ˆ(.*?)LatinIme.onActivate(.*?)apps.messaging
5
“start chatting in message”
BugleUsageStatistics
ˆ(.*?)BUGLE CREATE(.*?)DEFAULT
5
“press the call button in dial”
Telecom
ˆ(.*?)LogUtils(.*?)EventRecord added as Call
5
“turn on airplane mode”
PhoneGlobals
ˆ(.*?)Turning radio off(.*?)airplane
5
“turn off airplane mode”
PhoneGlobals
ˆ(.*?)Turning radio on(.*?)airplane
5
“turn on wifi”
WifiService
ˆ(.*?)setWifiEnabled(.*?)com.android.settings(.*?)enable=true
5
“turn off wifi”
WifiService
ˆ(.*?)setWifiEnabled(.*?)com.android.settings(.*?)enable=false
5
“start the stopwatch in clock”
AlarmClock
ˆ(.*?)Start
5
“pause the stopwatch in clock”
AlarmClock
ˆ(.*?)Pause
5
“reset the stopwatch in clock”
AlarmClock
ˆ(.*?)Reset
5
“go to search history in chrome”
ActivityTaskManager
ˆ(.*?)START(.*?)chrome.browser.history.HistoryActivity
5
“go to trash page in photo”
ActivityTaskManager
ˆ(.*?)START(.*?)apps.photos(.*?)TrashPhotosActivity
5
“go to smart pairing page in youtube”
ActivityTaskManager
ˆ(.*?)START(.*?)youtube.mdx.smartpairing.PairWithTvActivity
6
“increase media volume in setting”
vol.Events
ˆ(.*?)MEDIA
6
“increase call volume in setting”
vol.Events
ˆ(.*?)CALL
6
“increase ring volume in setting”
vol.Events
ˆ(.*?)MUSIC
6
“increase alarm volume in setting”
vol.Events
ˆ(.*?)ALARM
6
“decrease screen brightness in set-
ting”
DisplayPowerController
ˆ(.*?)Brightness(.*?)changing(.*?)manual
6
“toggle dark theme in setting”
SettingsProvider
ˆ(.*?)content(.*?)settings(.*?)dark(.*?)mode
6
“toggle vibrate for calls in setting”
SettingsProvider
ˆ(.*?)vibrate(.*?)when(.*?)ringing
6
“go to app info list in setting”
SettingsActivity
ˆ(.*?)Switching(.*?)android.settings(.*?)ManageApplications
6
“go to bluetooth setting”
PrefCtrlListHelper
ˆ(.*?)android.settings.bluetooth.BluetoothDevice
7
“go to ‘add a language’ page in set-
ting”
ActivityTaskManager
ˆ(.*?)LocalePicker
9
“call 911”
Telecom
ˆ(.*?)Emergency number detected
10
“turn off the call in process”
Telecom
ˆ(.*?)InCallController(.*?)onCallRemoved
11
“create alarm at 06:30 am”
ConditionProviders.SCP
ˆ(.*?)nextUserAlarmTime(.*?)06:30:00
11
“create alarm at 10:30 am”
ConditionProviders.SCP
ˆ(.*?)nextUserAlarmTime(.*?)10:30:00
11
“create alarm at 13:30 pm”
ConditionProviders.SCP
ˆ(.*?)nextUserAlarmTime(.*?)13:30:00
11
“create alarm at 17:30 pm”
ConditionProviders.SCP
ˆ(.*?)nextUserAlarmTime(.*?)17:30:00
11
“create alarm at 20:30 pm”
ConditionProviders.SCP
ˆ(.*?)nextUserAlarmTime(.*?)20:30:00
11
“create alarm at 23:30 pm”
ConditionProviders.SCP
ˆ(.*?)nextUserAlarmTime(.*?)23:30:00
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ICLR 2024 Workshop on Generative Models for Decision Making
(a) Airplane
(b) Alarm1
(c) Alarm2
(d) Brightness
(e) Call 911
(f) Language
Figure 9: Examples of human expert demonstrations of six representative tasks. The blue and red
cursors linked with a white arrow identify the swiping action, while the red cursor alone identifies
the tapping action.
C
AGENT DETAILS
C.1
PROMPT DETAILS FOR LLM AGENTS AND MLLM AGENTS
For the agents employing LLMs or MLLMs, we use a complete prompt format described in Table 5.
The role description informs the agents with general instructions about the problem, i.e., device
control problem. The possible actions are provided as callable functions, options of tapping an
element in the list, swiping the screen, and pressing the three navigation buttons over the screen with
action press(“BACK”), action press(“HOME”), and action press(“OVERVIEW”). The output format
is designed to integrate the Chain-of-Thought (CoT) technique (Wei et al., 2022).
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ICLR 2024 Workshop on Generative Models for Decision Making
You are an agent that is trained to perform daily tasks on digital devices, such as smartphones. You are given a
goal of task instruction to accomplish and a description of screen from Android view hierarchy, which contains
elements’ numeric tag and description.
Based on the goal of task instruction and UI elements list, you need to select an action option by calling one of
the following functions to control the digital device:
1. dual-gesture(touch y: float, touch x: float, lift y: float, lift x: float): This function is used to operate
a dual-gesture action. A dual-gesture comprises of four floating point numeric values, in between 0 and 1
indicating a normalized location of the screen in each of x-y coordinates. A dual-gesture action is interpreted
as touching the screen at the location of (touch y, touch x) and lifting at the location of (lift y, lift x). The
dual-gesture action indicates a tapping action if the touch and lift locations are identical but a swiping action if
they differ. A simple use case is dual-gesture(0.5, 0.5, 0.5, 0.5) to tap the center of the screen.
2. tap(numeric tag: int): This function is used to tap an UI element shown on the digital device screen. ”numeric
tag” is a tag assigned to an UI element shown on the digital device screen. A simple use case can be tap(5),
which taps the UI element labeled with the number 5.
3. swipe(direction: str): This function is used to swipe on the digital device screen, ”direction” is a string that
represents one of the four directions: up, down, left, right. ”direction” must be wrapped with double quotation
marks. A simple use case is swipe(”up”) which can be used to open the app list in the home screen.
4. press(”HOME”): to press home button.
5. press(”BACK”): to press back button.
6. press(”OVERVIEW”): to press overview button.
Goal: [task instruction].
[few shot prompt]
Now, given the parsed uiautomator xml, you need to think and call the function needed to proceed with the task.
Your output should include three parts in the given format:
- Description: <Describe what you observe in the input>
- Thought: <To complete the given task, what is the next step I should do>
- Action: <The function call with the correct parameters to proceed with the task. You cannot output anything
else except a function call>
You can only take one action at a time, so please directly call the function.
Please never take action beside options provided.
Table 5: Prompts used for the LLM Agents and MLLM agents. Parts for [...] are filled in according
to different experiments, while the few-shot examples are optional.
For few-shot learning of agents with foundation models, we include a pre-defined number of examples
hinting correct actions to take. Specifically, to build a prompt with few-shot examples, the [few shot
prompt] part in Table 5 is replaced with the text illustrating the human demonstration. Table 6 shows
an exemplary few show prompts, with one transition of the human expert demonstration.
Below illustrates exemplary human demonstration(s), with format:
- Instruction: <The instruction of task>
- Observation: <An observation from environment>
- Action: <An action taken by the human expert>
- Next Observation: <The next observation from environment after the action is taken>
- Reward: <A reward after action is executed>.
- Instruction: turn on alarm at 9 am
- Observation: [’numeric tag’: 0, ’description’: ’android.view.View Appslist’, [...] ’numeric tag’: 27, ’descrip-
tion’: ’android.widget.FrameLayout’]
- Action: swipe(”up”)
- Next observation: [’numeric tag’: 0, ’description’: ’android.view.View Appslist’, [...] ’numeric tag’: 30,
’description’: ’android.widget.FrameLayout’]
- Reward: 0.0
Table 6: An exemplary few-shot prompt with one transition of human expert demonstration for
text-based agents. The abbreviated [...] parts are filled with a list of descriptions for UI elements.
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ICLR 2024 Workshop on Generative Models for Decision Making
C.2
ARCHITECTURE DESIGN FOR VLUI AGENTS
The network architecture for VLUI agents is composed of three components: encoder, attention
module, and action head. Given the task instruction c and the visual screen ot ∈R3×256×128 at each
timestep t, VLUI agents generate action at ∈R4 in the form of dual-gesture action.
VLUI agents use visual and text encoders to represent screen images ot and task instruction c,
respectively. The visual encoder embeds visual feature eot ∈Rd from the observation ot, and the
text encoder extracts features ec ∈Rd from the task instruction c. For the visual encoder, we use
EfficientNet-b0 (Tan & Le, 2019) pre-trained with ImageNet followed by an adaption layer using a
fully connected layer to adapt the output channel to hidden dimension d (Liu et al., 2023). For the
text encoder, we use a pre-trained text encoder of Text-to-Text Transfer Transformer (Zhan & Zhang,
2023) which is trained with a dataset composed of demonstrations for solving Android device control
problems (Rawles et al., 2023). The text encoder is kept frozen during the training process. The
hidden dimension d is set to equal the value of 768 for both visual embedding and text embedding.
The attention module, then, fuses the visual feature eot and text feature ec into a single vision-
language embedding efused ∈Rd. Especially, we use Multi-head attention layer (Vaswani et al., 2017)
for cross-attention, with ec given as query and eot given as key and value. Given the fused feature
efused, the action heads predict the action at. The action head consists of fully connected (FC) layers
with the last layer having an output dimension of 4, accounting for the dimension of a ∈R4. The
sequence of three FC layers follows output dimensions of (1024, 1024, 4). We apply the tanh layer to
the predicted action, observing improved performances with normalization of the action values.
C.3
CONFIGURATION DETAILS FOR LLM AGENTS AND MLLM AGENTS
For the experiments in Section 4.2 and Section 4.3, we set the configurations for the foundation
models. We use a temperature of 0.1, a top-p of 1, and a top-k of 1 for Gemini-Pro and Gemini-
Pro-V. We set the temperature to be 0.0 and top-p with the default value of 1 (as altering only either
temperature or top-p from the default setting is suggested) for GPT-4 and GPT-4V.
C.4
TRAINING DETAILS FOR VLUI AGENTS
For the experiments in Section 4.2 and Section 4.4, we train VLUI agents with behavior cloning (BC)
over 4K steps with a batch size of 512, sampled from a collection of 210 human demonstrations.
We use the Adam optimizer (Kingma & Ba, 2017) with a learning rate of 3e-4 and adopt a cosine
annealing learning rate scheduler. Each training is conducted on a single NVIDIA RTX A6000 GPU
and takes approximately one hour.
D
EXPERIMENT DETAILS
D.1
DATASET COLLECTION
For the few-show learning of LLM and MLLM agents and training of VLUI agents, we collect
human expert demonstrations. The collectors (graduate students) are instructed to complete the six
representative tasks in each training environment. The definitions of action space for the collected
demonstration are in two modes: the action space defined with action options and the action space
as a set of dual-gesture actions. The end of each episode is determined by the ADB-based success
detector, and we exclude the demonstrations with failures.
For the experiments in Section 4.2, we exploit training environments with identifying (ID) numbers
from 000 to 034. Hence, a total number of 210 trajectories of demonstrations are prepared. For agents
using foundation models, each transition (task instruction, observation, action, next observation,
reward) in the trajectories is sampled as a few-shot example, similar to prior methods (Zhang et al.,
2023; Rawles et al., 2023). For VLUI agents, each triplet (task instruction, observation, action)
in the trajectories is used as a data point for composing the training batch. For the experiments
in Section 4.4, we leverage varying numbers of training environments 7, 21, and 35 where the
corresponding identifying (ID) numbers of the environments are from 000 to 006, from 000 to 021,
and from 000 to 034, respectively. The total number of demonstrations for each setting is 42, 126,
and 210, respectively.
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ICLR 2024 Workshop on Generative Models for Decision Making
D.2
PERFORMANCES OF VLUI AGENTS IN TRAINING ENVIRONMENTS
Airplane
Alarm1
Alarm2
Brightness
Call 911
Language
30
60
90
Success Rates (%)
Train
Test
Figure 10: Success rates of VLUI agents trained with BC on training and test environments. The
differences between the success rates demonstrate the headroom for the generalization ability.
Figure 10 displays the differences in the success rates of VLUI agents in training and test environments.
The challenges with diverse device configurations degenerate the performances of the VLUI agents,
from higher than 90% in the training environments to less than 70% in the test environments.
D.3
EXAMPLES OF VISUAL INPUTS WITH SOM PROMPTING FOR MLLM AGENTS
In Section 4.3, we investigate the effects of SoM prompting that several prior works (Yan et al., 2023;
Yang et al., 2023b) adopted. Figure 11 presents several examples of visual inputs used for analysis.
(a)
(b)
(c)
(d)
Figure 11: Examples of visual inputs for MLLM agents with SoM prompting. The overlaid numeric
tags for selecting icons at (a) the home screen or (b) the menu screen of applications list can be
beneficial for MLLM agents, while the tags on (c) dial buttons or (d) clock UI may confuse them.
E
ADDITIONAL EXPERIMENTS
E.1
MLLM AGENTS WITH DUAL-GESTURE ACTIONS
We have implemented additional interfaces for agents employing foundation models and action
options, as introduced in Section 3.1. However, it is still questionable whether defining action options
is truly desirable for these agents. To answer this, we conduct a comparison between agents only
generating actions in the dual-gesture action format and the agents using additional action options.
In this experiment, we examine MLLM agents employing GPT-4V in a zero-shot manner on two
selected tasks (Airplane and Alarm 1) with only one run for simplicity.
As shown in Table 7, we observe that the agents benefit from employing additional action options. In
the experiments, the agents without additional options exhibit several successful trials on Alarm 1,
by including the bounding box location of all UI elements in the observation prompt for these agents.
However, we observe that the agents lack generating diverse dual-gesture actions but only perform
tapping actions. With these results, we examine the proficiency of LLM agents and MLLM agents
with the action options in Section 4.2.
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ICLR 2024 Workshop on Generative Models for Decision Making
MLLM agents
(dual-gesture actions)
MLLM agents
(action options)
Airplane
00
30
Alarm 1
30
50
Table 7: Success rates of MLLM agents with different action spaces. MLLM agents (dual-gesture
actions) generate the actions in only dual-gesture action format, and MLLM agents (action options)
leverage the additional action options we define.
E.2
LLM AGENTS WITH OPEN-SOURCE MODELS
While employment of foundation models for mobile device control agents is gaining interests (Wen
et al., 2023; Yang et al., 2023b), many approaches still rely on closed-source models. However,
leveraging closed-source foundation models lies with severe limitations, such as difficulties in fine-
tuning. Instead, one can employ open-source LLMs which can benefit from high flexibility in usage.
In this experiment, we examine the proficiency of LLM agents with open-source models.
We study open-source models: Llama2-chat (abbreviated as Llama2) (Touvron et al., 2023), Llama3,
and AgentLM (Zeng et al., 2023). Llama2 and Llama3 are open-source models that have shown
compatible performances with several closed-sourced models, and AgentLM is an instruction-tuned
version of Llama2 in a collection of numerous agent tasks (including web tasks). For Llama2 and
AgentLM, we use 7b and 13b size models. For Llama3, we use an 8b size model. We set the
temperature value to be 0.1 and report across three different runs.
Table 8 show the success rates of LLM with open-source models. We observe that these agents
severely lack the proficiency in performing tasks that we select. While the agents can perform
sub-tasks of opening the target application on the home screen or entering the menu screen in some
trials, as observed in the rollouts, they fail to complete the instructed tasks in limited allowed steps.
The open-source models also struggle with generating actions in the format we instruct, while closed-
source models rarely generate actions in the wrong format. With these pilot test results, we primarily
focus on examining the efficacy of training agents from scratch with VLUI agents.
LLM agents
(Llama2-7b)
LLM agents
(Llama2-13b)
LLM agents
(AgentLM-7b)
LLM agents
(AgentLM-13b)
LLM agents
(Llama3-8b)
LLM agents
(Gemini-Pro)
LLM agents
(GPT-4)
Airplane
00 ± 00
00 ± 00
00 ± 00
00 ± 00
63 ± 00
87 ± 07
53 ± 03
Alarm 1
00 ± 00
00 ± 00
00 ± 00
00 ± 00
00 ± 00
27 ± 03
42 ± 13
Brightness
00 ± 00
00 ± 00
00 ± 00
00 ± 00
17 ± 03
05 ± 03
73 ± 12
Table 8: Success rates of LLM agents with open-source models Llama2 and AgentLM in zero-shot
scenario. The agents do not complete any tasks that LLM agents with closed-source models of GPT-4
or Gemini (in zero-shot) have achieved.
E.3
VLUI AGENTS WITH REINFORCEMENT LEARNING
We study VLUI agents trained using reinforcement learning (RL) algorithms, by using the success
signal rt as a sparse reward. Formally, the RL agent is trained to maximize the expected return,
denoted as follows:
Eπθ

T
X
t=0
γtrt

,
where γ ∈[0, 1] is the discount factor and T is the length of episode. In this experiment, we focus
on offline RL setting (Lange et al., 2012; Levine et al., 2020), where the agent learns from a pre-
collected dataset generated by some behavior policy. Specifically, We utilize the implicit Q-learning
(IQL; Kostrikov et al. 2022) algorithm.
IQL is one of the popular actor-critic algorithms. The actor network π parameterized with θ
infers the action at at each time step t, given the observation ot and task instruction ct, The critic
network Q parameterized with ϕ estimates the value of action predicted by the actor. IQL leverages
expectile regression for robust value estimation and improves the policy using advantage-weighted
25


ICLR 2024 Workshop on Generative Models for Decision Making
regression (Peters & Schaal, 2007; Nair et al., 2020). In particular, IQL introduces a separate value
network V parameterized with ψ for robust learning. The loss function for the critic in IQL is
formulated as:
LV (ψ) = E(ot,a∗
t )∼D
h
Lτ
2
Q ˆ
ϕ(ot, at) −Vψ(ot)
i
,
LQ(ϕ) = E(ot,a∗,rt,ot+1)∼D
hrt + γ · Vψ(ot+1) −Qϕ(ot, a∗
t )
2i
,
with Lτ
2(u) defined to be |τ −1(u < 0)| · u2, a value function V parameterized with ψ, Q-function
Q parameterized with ϕ, and the dataset of human demonstrations D = {(ot, a∗
t , rt, ot+1)}. Then,
the actor is trained with advantage-weighted behavioral cloning objective defined as:
Lπ(θ) = E(ot,a∗
t )∼D
h
exp
β · A(ot, at)

·
at −a∗
t
2i
,
with action prediction at predicted by the actor network π, the advantage A(ot, at) = Q ˆ
ϕ(ot, at) −
Vψ(ot), and an inverse temperature β ∈[0, ∞).
The policy architecture for VLUI agents follows the same architecture of VLUI agents trained with
BC, described in Appendix C.2. Similarly, the hyperparameters for optimizers and other training
details remain the same, except that we iterate the training over 20K steps to ensure the convergence
of training. For the training, we employ 35 training environments, namely 210 successful human
expert demonstrations.
Figure 12 shows the success rates of VLUI agents trained with IQL, compared with VLUI agents
trained with BC. We observe that the agents trained with IQL do not exhibit compatible performances
with the agents trained with BC across all tasks. We assume these results originated from training
instability due to sparse rewards, as more training steps are required for the convergence of IQL
training. However, as observed in Kostrikov et al. (2022), we expect that offline RL can provide
potential benefits over vanilla BC training, such as utilizing failure demonstrations. We leave training
VLUI agents with IQL more efficiently and with higher proficiencies as future work.
E.4
VLUI AGENT WITH REPRESENTATION MODEL OF VARYING CAPACITY
We conduct the effect of representation models with varying capacities on the robustness of VLUI
agents. Specifically, we compare the VLUI agents equipped with visual encoders using EfficientNet-
b0, EfficientNet-b3, and EfficientNet-b7 (with increasing numbers of parameters with values of 5.3M,
12M, and 66M, respectively), which are pre-trained with ImageNet.
Figure 13 demonstrates the experimental results. To illustrate, our experiment indicates no significant
improvements by employing representation models with increased model sizes. With these results,
we expect that increasing the training data diversity is more desirable than increasing the model sizes
in our current benchmark setting. Also, we add that the higher model capacity can be beneficial for
developing multi-task policies with a greater number of tasks.
Airplane
Alarm1
Alarm2
Brightness
Call911
Language
10
50
90
Success Rates (%)
 BC
 IQL
Figure 12: Success rates of VLUI agents trained
with BC and IQL. Training with IQL does not
result in as high performances as training with
BC, presumably due to training instability.
Airplane
Alarm1
Alarm2
Brightness
Call911
Language
10
50
90
Success Rates (%)
EfficientNet-b0
EfficientNet-b3
EfficientNet-b7
Figure 13: Success rates ov VLUI agents with
varying size of visual encoders. We do not ob-
serve significant benefits by increasing the model
capacities of representation models.
26


Understanding the Weakness of Large Language Model Agents
within a Complex Android Environment
Mingzhe Xing∗
Peking University
Rongkai Zhang
Peking University
Hui Xue
Microsoft Research
Qi Chen
Microsoft Research
Fan Yang
Microsoft Research
Zhen Xiao†
Peking University
ABSTRACT
Large language models (LLMs) have empowered intelligent agents
to execute intricate tasks within domain-specific software such as
browsers and games. However, when applied to general-purpose
software systems like operating systems, LLM agents face three pri-
mary challenges. Firstly, the action space is vast and dynamic, posing
difficulties for LLM agents to maintain an up-to-date understanding
and deliver accurate responses. Secondly, real-world tasks often re-
quire inter-application cooperation, demanding farsighted planning
from LLM agents. Thirdly, agents need to identify optimal solutions
aligning with user constraints, such as security concerns and prefer-
ences. These challenges motivate AndroidArena, an environment
and benchmark designed to evaluate LLM agents on a modern op-
erating system. To address high-cost of manpower, we design a
scalable and semi-automated method to construct the benchmark.
In the task evaluation, AndroidArena incorporates accurate and
adaptive metrics to address the issue of non-unique solutions. Our
findings reveal that even state-of-the-art LLM agents struggle in
cross-APP scenarios and adhering to specific constraints. Addition-
ally, we identify a lack of four key capabilities, i.e., understanding,
reasoning, exploration, and reflection, as primary reasons for the
failure of LLM agents. Furthermore, we provide empirical analysis
on the failure of reflection, and improve the success rate by 27% with
our proposed exploration strategy. This work is the first to present
valuable insights in understanding fine-grained weakness of LLM
agents, and offers a path forward for future research in this area. En-
vironment, benchmark, and evaluation code for AndroidArena are
released at https://github.com/AndroidArenaAgent/AndroidArena.
1
INTRODUCTION
Large language models (LLMs) have shown great potentials in
understanding hidden intent from human and commonsense rea-
soning [27]. This makes it possible to utilize LLM as agent [29, 32],
an intelligent entity capable of making decisions and executing
∗This work is done during the internship at Microsoft Research.
†Corresponding author.
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actions based upon the perceived state of environment. An exam-
ple is for LLMs to interact with domain-specific software, such as
databases [13], games [28] and browsers [40], for task completion.
More recently, new LLM-based agents have emerged to interact
with general-purpose software systems, such as operating systems
along with their installed APPs, to accomplish more complex open-
domain tasks [35, 36]. These tasks range from simple actions like
setting reminders to more intricate activities like financial manage-
ment and staying connected with loved ones. Complex scenarios in
operating systems typically manifest the following characteristics:
1) a vast and ever-changing action space due to real-time inter-
net data exchange, APP installations, and upgrades; 2) an increasing
demand for cross-APP collaboration as user tasks become more
interconnected and multifaceted; and 3) heightened consideration
for personal interests and security concerns.
These characteristics motivate us to establish a new environment
and comprehensive benchmark to study the boundaries of LLM
agent’s capability within a complex software system. In this paper,
we introduce AndroidArena, an environment built on the Android
operating system, accompanied by an evaluation benchmark con-
taining annotated ground truth action sequences. AndroidArena
supports real-time internet data exchange and dynamic APP man-
agement, and enables seamless operations across various APPs.
These features facilitate the evaluation of LLM agents in a vast
and dynamic action space and cross-APP scenarios. Additionally, we
propose a scalable method for semi-automatically constructing an
instruction benchmark, ensuring comprehensive coverage of APP
functionalities. Our open-source benchmark, informed by the afore-
mentioned characteristics, evaluates tasks not only within a single
APP but also complex tasks requiring collaboration across multiple
APPs. It further considers tasks subject to constraints such as user
preferences and security considerations.
Evaluating tasks within a complex operating system is non-
trivial [14], primarily due to the fact that the feasible action se-
quence for a task is often non-unique. This presents a significant
challenge to precisely evaluating agents in multi-step decision-
making scenarios. To address this issue, we devise adaptive met-
rics to evaluate task completion accurately. The evaluation
results reveal that all state-of-the-art (SOTA) LLM agents fall short
in cross-APP scenarios, with a success rate of less than 60%, and
struggle to fully adhere to specific constraints. Notably, GPT-3.5 [18]
achieves a 6x higher success rate than LLaMA2-70B [25]. Through
meticulous case analysis to understand the causes of failure, we
identify and abstract four key planning capabilities of LLM
agents, inspired by reinforcement learning (RL) [24]: understand-
ing, reasoning, exploration, and reflection. We design metrics
arXiv:2402.06596v1  [cs.AI]  9 Feb 2024


Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Mingzhe Xing, Rongkai Zhang, Hui Xue, Qi Chen, Fan Yang, and Zhen Xiao
Table 1: The comparison between our AndroidArena benchmark and existing benchmarks.
Benchmark
Online
Evaluation
Realistic
Environment
Scalably
Generated
Collaborative Tasks
between APPs
Tasks with
Constraints
MineCraft [28]
✓
✗
✗
✗
✗
Mind2Web [7]
✗
✓
✗
✗
✗
AITW [20]
✗
✓
✗
✗
✗
AndroidEnv [26]
✓
✓
✗
✗
✗
WebArena [40]
✓
✓
✗
✗
✗
AndroidArena
✓
✓
✓
✓
✓
to measure these fine-grained capabilities, showing improve-
ment directions for LLM agents. LLaMA2 exhibits weaknesses
across all dimensions, and even advanced models like GPT-4 [18]
are no exemptions, exhibiting weak reflection and exploration abil-
ities. Empirical analysis predominantly attributes the weakness
in reflection to low-quality trajectories and sparsity in environ-
ment feedback. Moreover, we find that by integrating historical
visited information into the prompt and balancing exploration and
exploitation by the agent, the success rate of specific APPs can
improve by 27%, and the exploration performance is enhanced.
In summary, we make the following contributions.
• We open-source AndroidArena, a benchmark based on the An-
droid operating system, to evaluate daily tasks requiring cross-
APP collaboration, as well as considerations for constraints such
as security. Additionally, our scalable and semi-automated ap-
proach reduces the cost of benchmark construction.
• Our findings indicate that STOA models underperform in daily
tasks and are not ready for direct product integration. We pro-
pose fine-grained metrics that reveal failure causes and highlight
four areas for future research: understanding, reasoning, reflec-
tion, and exploration. Initial analysis show the failure reasons of
reflection, and 27% of improvement when enhancing exploration.
2
BACKGROUND
2.1
Frameworks of LLM Agent
With the emergence of LLMs, the study of LLM agents has begun
to thrive. Early research work [1, 11, 19] prompt LLMs to directly
generate actions based on environment observations. ReAct [38]
is a pioneer work to integrate reasoning and acting in LLM for
general task solving. It first generates reasoning traces based on
history context, subsequently producing actions to interact with
the environment. Building upon this task-solving paradigm, subse-
quent agents have been proposed to enhance capabilities in various
dimensions. Reflexion [22] summarizes textual feedback from the
environment and then incorporates it as additional context for the
LLM agent in the subsequent episode. The self-reflective context
acts as a semantic gradient signal, offering the agent a concrete
direction to improve upon, and facilitates the learning process from
prior mistakes for enhancing task performance. This paper focuses
on evaluating the abilities of LLM agents and understanding their
weaknesses. We adopt ReAct as the basic agent strategy and Reflex-
ion as an approach to assess the agent’s ability of self-reflection.
2.2
Existing Operating System Task Benchmark
Operating Systems (OS) serve as crucial environments with which
humans interact daily, and numerous benchmarks have emerged to
evaluate the performances of agents within OS. AITW [20] stands
out as a static image dataset that offers human demonstrations of
device interactions. However, the static nature of AITW prevents
agents from obtaining a reproducible environment. On the other
hand, AndroidEnv [26] provides support for dynamic interactions
with APP. Despite this, it only supports single APP’s interaction in
each environment instance, which limits its capability to evaluate
complex and realistic tasks. WebArena [40] creates tasks simulating
human behavior on web browsers. However, it is also limited to
automate tasks on a single website, which poses a constraint on its
applicability. While these works have been a source of inspiration,
they also highlight the significant challenges of evaluating tasks
on OS. Tasks performed by real-world users are often more com-
plex and demanding, requiring the collaboration of multiple APPs.
Additionally, agents need to consider various constraints such as
security and user preference. Therefore we propose AndroidArena,
a reproducible mobile environment that allows for cross-APP ac-
cess. Alongside this, we introduce a new dataset that encapsulates
the richness, difficulty, and constraints of instructions. The detail
comparison with other works is listed in Table 1.
2.3
Existing Metrics for Multi-step Decision
To assess the performances of LLM agents, a range of metrics
are proposed. SmartPlay [31] and LASER [16] employ success
rate and reward to evaluate task completion. However, these met-
rics cannot reflect the detailed completion within individual tasks.
TPTU [21] and Mind2Web [7] incorporate a step-wise action align-
ment method, offering a more nuanced analysis of task completion.
Nevertheless, when applied to multi-step decision-making scenar-
ios where the feasible action sequence for completing a task is not
unique, this kind of step-wise matching method may introduce in-
accuracies. In this paper, we propose an adaptive way to accurately
assess the task completion, and a set of fine-grained ability evalu-
ation metrics to understand the weaknesses of agents, providing
valuable insights into improvement directions for LLM agents.
3
ANDROIDARENA ENVIRONMENT
In this section, we introduce the AndroidArena environment, dis-
tinguished by its vast and dynamic action space, along with its
capability to facilitate cross-APP and constrained task execution.


Understanding the Weakness of Large Language Model Agents within a Complex Android Environment
Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Search contacts
Zara
John
Bob
Alice
Contacts
Fix & manage
J
+
Z
J
B
A
(a) APP screenshot.
(b) Compressed observation.
Figure 1: An example of the Contacts APP page and its corre-
sponding compressed observation.
We begin by offering a formal definition of the mobile task automa-
tion process, followed by an overview of the system implementa-
tion. Subsequently, we explore the intricacies of the action space,
highlighting its dynamic and expansive nature.
3.1
LLM Agent for Mobile Task Automation
Given a task presented with a user instruction in natural language,
the agent is responsible for making action decisions to complete
this instruction on the phone. This process can be formulated as a
Contextual Markov Decision Process (CMDP) [9] ⟨C, S, A, T,𝑟⟩.
Context 𝑐∈C is the mobile task explicitly expressed as a textual
instruction. State 𝑠∈S is the current observed phone state, i.e., the
displayed content on the screen. Action 𝑎∈A can be performed on
the current phone screen, e.g., clicks or typing. Transition function
T (𝑠′|𝑠,𝑎) represents the change in the phone on performing an
action. Reward 𝑟is awarded for successful completion of the task.
Implementation. Our implementation is based on UIAutoma-
tor [8], a UI testing framework that enables direct operations on UI
components. With UIAutomator, we offer flexible configurations
to render APP page content (i.e., the observation space) in two
modes: 1) the phone screenshot, a pixel-based representation as
perceived by humans, and 2) the textual XML description of the
phone screen (depicted in Fig. 8 in §A). It is important to note that,
given the focus of this work on LLM agents, we exclusively utilize
the text modality, while acknowledging that our implementation is
capable of supporting multi-modal models. Each UI component in
the screen corresponds to an XML entry, containing its role (e.g.,
a button), text content, and properties (e.g., if clickable) informa-
tion. A statistic conducted on eight popular APPs indicates an
average token count for the XML exceeding 10,000. Consequently,
directly feeding the XML into the LLM is impractical due to con-
text length limitations. To address this challenge, we propose a
two-stage heuristic compression method, involving the removal
of decision-irrelevant XML tags and the merging of non-visible or
non-functional nodes (the detailed algorithm is provided in §A)
to compress the XML. As illustrated in Fig. 1(b), the compressed
observation maintains the hierarchical structure of the original
XML, enabling the LLM agent to comprehend the UI layout via
text. Subsequent to compression, each entry is assigned a unique
ID (e.g.,[nd725]), facilitating agents in locating the UI element. Our
Atlanta International
Airport
Constraint: I prefer to use Email
rather than instant messaging APPs
Tell Bob the meeting is moved to tomorrow 
Extract the email titled "flight confirmation",
and find the direction to the airport.
Cross-APP Task
Constrained Task
Figure 2: Examples of cross-APP and constrained tasks.
proposed method achieves a compression ratio of 86.6% across sev-
eral tested APPs (please see Table 6 in §A). Motivated by previous
research [12] showing superior performance by regarding LLM as
reward functions, we employ GPT-4 to quantify the reward 𝑟, and
validate its effectiveness through experiments in §6.2.
3.2
Vast and Dynamic Action Space
Unlike prior environments [26, 40] focusing on a single APP and
only supporting specific actions, our action space is vast and dy-
namic. It is attributed to the fact that a typical APP may feature
hundreds of UI elements available for manipulation, and these UI
components exhibit variability owing to real-time internet data ex-
change. The vast and dynamic natures are further amplified when
considering all the APPs within AndroidArena. Our designed ac-
tions can be categorized into four groups: 1) APP-level actions
are responsible for installing, launching, and stopping APPs; 2)
Component-level actions directly operate the UI components such
as clicking, typing, and swiping etc; 3) System-level actions include
turning the screen on and off, adjusting the volume, and taking
screenshots etc; and 4) Task-level action is issued when the agent
deems the task should finish. The complete action space is in §B.
4
SCALABLE MOBILE TASK GENERATOR
The tasks executed in AndroidArena environment are distinguished
from other benchmarks by incorporating cross-APP collaboration
and constrained tasks scenarios, commonly encountered in real-life
but ignored in existing benchmarks. Even for single-APP tasks,
existing benchmarks are either small-scale [36] or derived from
the PixelHelp forum [20, 35], a platform dedicated to discussing
phone-related issues, thus deviating from routine tasks. These short-
comings underscore the necessity for a benchmark that exhibits
higher scalability and aligns closely with human experiences,
while accounting for cross-APP and constrained tasks.
This section outlines our proposed Mobile Task Generator (MTG
in short), a framework for scalable task construction. MTG not only
aligns with typical human interaction patterns, but also encom-
passes a diverse array of APP functions, enabling to evaluate the
agents across a broader spectrum. The constructed benchmark com-
prises three task categories: single-APP tasks, cross-APP tasks, and
constrained tasks. The single-APP and cross-APP tasks are crafted
to assess the agents’ proficiency in solving general tasks, and more
complex tasks requiring cooperation between two APPs. In con-
trast to the former two categories focusing on task completion, the


Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Mingzhe Xing, Rongkai Zhang, Hui Xue, Qi Chen, Fan Yang, and Zhen Xiao
Queries
Gmail and Calendar 
collaboration features
How to use Gmail and 
Calendar  together for tasks
Search Engine
Vector Database
Reterival QA
Functions of Gmail and Calendar?
Functionalities
Tasks
Extract the date from the email
 titled "meeting" and create a calendar event.
......
Create a new Gmail draft with 
the details of a event titled "meeting". 
Functionality
to Instruction
Evol-Instruct
Benchmark
Human Verification
and Annotation
Create email from event
Send email after 
creating an event
Create event from 
emali content
APP Functionalities Extraction
Instruction Generation and Evolution
Human Verification
and Annotation
Figure 3: Illustrative example of the MTG workflow for cross-APP (i.e., Gmail and Contacts) tasks construction procedure. The
single-APP tasks are generated with the same process but with different query templates and LLM prompts (please see §F.5).
Table 2: The statistics of our benchmark.
Task Type
#Tasks
Avg. Len. of Action Sequence
single-APP tasks
164
6.13
cross-APP tasks
22
11.14
constrained tasks
35
6.03
constrained tasks are designed to evaluate agents’ proficiency in
comprehending predefined constraints. In our benchmark, each
task consists of a natural language instruction and a sequence of
labeled actions for task completion. Constrained tasks additionally
include a field of constraints represented in natural language. Ex-
amples of cross-APP and constrained tasks are shown in Fig. 2. The
statistical information of our benchmark is presented in Table 2.
4.1
Single- and Cross-APP Tasks Construction
APP Functionalities Extraction. We incorporate 13 testing APPs
from pre-installed Google suite that are designed to work seam-
lessly with the Android OS and provide essential services. The
complete APP list can be found in §C. Our objective is to formulate
the task instructions that cover rich and diverse functionalities of
APPs while aligning with the authentic usage behavior of humans.
To achieve this goal, we propose leveraging insights gleaned from
human discussions and shared experiences regarding APPs avail-
able on the internet. Concretely, we first formulate queries centered
on the usage of specific APPs and employ search engines to retrieve
related webpages. As depicted in Fig. 3, exemplified constructed
queries are “Gmail and Calendar collaboration features” and “How
to use Gmail and Calendar together for tasks”. We then build a vec-
tor database to store these high volume of webpages containing
rich functionalities that genuinely engage and concern users. By
retrieving from the database with LLM and a specific prompt (§F.4),
we can extract confined APP functionalities.
Instruction Generation and Evolution Our next step involves
utilizing a LLM with a functionality-to-instruction prompt (pro-
vided in §F.5) to generate initial task instructions grounded in the
identified APP functionalities. To automatically mass-produce more
instructions, we employ the Evol-Instruct [33] strategy to expand
the original instructions. In the application of this strategy, each
evolutionary iteration involves using LLM along with two prompts,
namely in-depth evolving and in-breadth evolving. The in-depth
evolving prompt encourages LLM to rewrite instructions by mak-
ing them more complex and challenging, while in-breadth evolving
prompt aims to enhance the feature coverage and overall dataset
diversity. Through the iterative execution of multiple evolutions,
we sequentially derive evolution datasets, thereby expanding and
refining the pool of task instructions.
Human Verification and Annotation To construct the bench-
mark, we engage annotators proficient in operating the testing
APPs. They are first instructed to discern and filter tasks exhibit-
ing repetitiveness, ambiguity, or impossibility to complete. Subse-
quently, they document their interactions with the phone. Given
that there might be multiple feasible action sequences for complet-
ing a task, they are encouraged to opt for the most concise action
plan with the shortest action sequence. After completing a task,
annotators re-execute the annotated action sequence with a replay
script, enabling them easily to verify the accuracy of annotated
action sequence. Subsequently, the compiled task instructions and
action demonstrations are collected into the benchmark dataset.
4.2
Constrained Tasks Construction
In the context of real-world mobile tasks, often confined by spe-
cific user preferences or security considerations, we introduce a
constrained task set to assess the agents’ capability to comprehend
user-defined constraints and make decisions adeptly to avoid viola-
tions. Specifically, we consider three types of constraints: APP-level,
page-level and component-level constraints. APP-level constraints
involve the preferences of using specific APPs, exemplified by con-
straints like “preferring not to use instant message for communica-
tion”. Page-level constraints restrict access to a specific page, as seen
in scenarios such as “refraining from entering the label list page in
Gmail due to the presence of sensitive information”. Component-level
constraints identify specific UI components as sensitive actions,
e.g., “do not click the payment button”. It is noteworthy that the
constrained tasks are meticulously selected from the single-APP
task set and manually labeled with natural language constraints
along with the corresponding correct action sequences.


Understanding the Weakness of Large Language Model Agents within a Complex Android Environment
Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
5
EVALUATION METRICS
Designing precise metrics is essential for accurately and comprehen-
sively evaluating agent’s performance. However, existing metrics
employed in multi-step decision-making scenarios [7, 21] exhibit
imprecise and surface-level evaluation issues, which hinder them
to fully understand the performance and weakness of LLM agent.
To address these limitations, we propose a novel set of metrics
to evaluate agent performance in a more adaptive and precise
manner, and to assess fine-grained agent planning abilities.
5.1
Adaptive and Precise Task Completion
Evaluation
To begin with, we introduce the notations of action sequences.
Given a task, its annotated action sequence can be represented
as a of length 𝐿, and the actual executed actions is ˆ
a of length ˆ
𝐿.
Exemplary instances of a and ˆ
a are illustrated as follows:
a =𝐴𝐵𝐶𝐷𝐸𝐹𝐺
(1)
ˆ
a =𝐴𝑋𝑌𝐵𝑈𝑉𝑊𝐸𝐹𝐹𝐹𝐺𝑍,
(2)
where each uppercase character denotes a distinct type of action.
Many existing metrics [7, 21] adopt the step-wise matching method,
which is imprecise in this scenario. In Eq. 2, the agent identifies
the correct action 𝐵after two steps of exploration (i.e., 𝑋and 𝑌).
Despite this action sequence not aligning with the ground truth
(i.e., Eq. 1) in the step-wise manner, it leads to the correct subse-
quent step and constitutes a valid action sequence for completing
the task. Therefore, previous metrics exhibit inaccuracies in the
multi-step decision-making environments where multiple feasible
action sequences exist. In contrast to previous greedy step-wise
matching, we propose to align the two sequences in an adaptive
way, i.e., calculating their longest common subsequence (LCS)
a𝑙𝑐𝑠(marked in red in Eq. 1 and 2). The LCS accurately and adap-
tively reflects task completion in the multi-step decision-making
scenario. Based on the accurate LCS, we propose our metrics to
evaluate the task completion as follows:
• Task Reward (TR). 𝑇𝑅= Í𝐿
𝑖=0 𝛾(𝐿−𝑖)1𝑖, where 𝛾∈[0, 1] is
the reward discount factor, 𝛾(𝐿−𝑖) assigns higher rewards to the
actions that are closer to the final action (e.g., 𝐺in Eq. 1), and 1𝑖
equals 1 when the 𝑖-th action is in the LCS. This metric considers
both the action matching and the distance towards task success.
• Task Completion Ratio (TCR). 𝑇𝐶𝑅= 𝑘/𝐿, where 𝑘is the
index of the last matched action in the LCS. This metrics measure
the progress of task completion.
• Reversed Redundancy Ratio (RRR). 𝑅𝑅𝑅= 𝐿/ˆ
𝐿. It can be
used to evaluate the efficiency of the agent completing a task.
We inverse it for the convenience of comparison, i.e., the higher
this metric, the greater the efficiency of the agent.
• Success Rate (SR). Unlike the above three metrics relying on
ground truth action sequence, the SR is judged by the GPT-4
solely given the trajectory including historical actions and ob-
servations. SR equals 1 when GPT-4 perceives that the task has
been successfully completed, and 0 when the task is deemed un-
successful. This metric is devised for the unsupervised scenario,
enhancing the scalability of the evaluation. In §6.2, we provide
statistical evidence to demonstrate the accuracy of SR.
Algorithm 1 Deep Q-learning
Initialize replay memory D and action-value function 𝑄
for episode = 1, 𝑀do
Initialise state 𝜙1 = 𝜙(𝑠1)
for 𝑡= 1,𝑇do
With probability 𝜖select a random action 𝑎𝑡
⊲Explore
the environment
otherwise select 𝑎𝑡= max𝑎𝑄∗(𝜙(𝑠𝑡),𝑎;𝜃) ⊲Reason the
next action
Execute action 𝑎𝑡in emulator and observe reward 𝑟𝑡and
state 𝑠𝑡+1
Preprocess observation 𝜙𝑡+1 = 𝜙(𝑠𝑡+1) ⊲Understand the
environment and observation
Store transition (𝜙𝑡,𝑎𝑡,𝑟𝑡,𝜙𝑡+1) in D
Optimize Q based on a minibatch sampled from D
⊲
Reflection from experience
end for
end for
5.2
Understand Root Cause with Fine-grained
Abilities Evaluation
In addition to providing adaptive and accurate metrics for evaluat-
ing task completion in complex decision-making scenarios, another
primary objective of our study is to investigate the underlying root
cause contributing to the success or failure of agents planning. Rec-
ognizing that RL serves as a classical and effective approach to ad-
dress the CMDP problem [9], we abstract the fundamental elements
and mechanisms in RL agents, and propose fine-grained capabilities
tailored to assess LLM agents. Here we use the DQN [17] (Algo-
rithm 1), one of the most classical RL algorithms, as an example.
We decompose it into four key dimensions, i.e.,understanding,
reasoning, exploration, and reflection.
Understanding. The aspect of understanding encompasses the
agent’s proficiency in comprehending observation and adhering
to the action format and space specified in the prompt. Unlike RL
agents confining their output actions strictly within a predefined
action space, the output space of LLM spans the entire vocabulary.
This imposes a great demand on LLM agents to fully understand
and adhere to the specified action format and space. Additionally,
constrained by phone screen size limit, vital information such as
the succinct status description of a checkbox, poses challenges
for LLM agents in understanding crucial but brief observed details.
Consequently, to comprehensively gauge the agent’s understanding
ability, we formulate three metrics:
• Invalid Format. The ratio of outputting actions that deviate
from the format predefined in prompt.
• Invalid Action. The ratio of outputting actions outside the ac-
tion space specified in prompt.
• Nuggets Mining. The ratio of the target element length to the
entire observation, assessing the agent’s capacity to understand
the task context and identify pivotal pieces of information. For
example, when the agent correctly selects the Bob as shown in
Fig. 1, the Nuggets Mining can be computed as the division of the
length of the [nd725] entry by the total length of the observation.


Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Mingzhe Xing, Rongkai Zhang, Hui Xue, Qi Chen, Fan Yang, and Zhen Xiao
Table 3: Performances evaluated on single-APP and cross-APP tasks.
Cross-APP tasks pose a significant challenge for SOTA agents, and high-
light a substantial disparity between GPT-4 and other agents.
Single-APP Tasks
Cross-APP Tasks
Model
TR
TCR
RRR
SR
TR
TCR
RRR
SR
LLaMA2-13B
0.025
0.038
0.007
0.023
0.027
0.084
0.000
0.000
LLaMA2-70B
0.237
0.301
0.047
0.127
0.062
0.089
0.000
0.000
GPT-3.5
0.413
0.555
0.262
0.449
0.214
0.390
0.021
0.048
GPT-4
0.502
0.689
0.755
0.759
0.421
0.746
0.685
0.571
Table 4: The Pearson Correlation Coefficient
of SR with information richness (IR), and with
operation complexity (OC), and with the multi-
plication of IR and OC.
Metrics
GPT-3.5
GPT-4
IR
0.37
0.62
OC
0.61
0.28
IR × OC
0.68
0.57
Reasoning. This dimension indicates the agent’s capacity to de-
duce the most suitable action based on the current observation. To
assess it, two metrics are employed:
• Operation Logic. The inverse number of incorrect actions at-
tempted before successfully finding the correct action. Consider
Eq. 1 and 2 as an example. The agent correctly executes action
B after two erroneous attempts, i.e., 𝑋and 𝑌. Therefore, the
Operation Logic for this subsequence is calculated as 1/2.
• Awareness of Completion. The ratio of cases that the agent
correctly finds the task completed and issues a finish action.
Exploration. LLM agents make decisions from pretraining-derived
prior knowledge. Due to the static nature of their prior knowledge,
certain LLM agents exhibit a proclivity to iteratively execute the
same erroneous action [40]. It precludes them from exploring al-
ternative action pathways to ascertain the correct execution path.
This phenomenon reflects the agent’s exploration ability, which we
quantify by counting the instances of action repetition.
• Repeat Actions. The ratio of actions resulting in repetitive or
cyclical patterns.
Reflection. Similar to RL agents, the LLM agents are proven to
have the capability to extract insights from previous trials and
leverage the insights for subsequent executions [22]. We utilize the
Reflexion mechanism to gauge the agent’s proficiency in extracting
pertinent experiences and applying them judiciously.
• Reflexion@K. 𝑅𝑒𝑓𝑙𝑒𝑥𝑖𝑜𝑛@𝐾= Í𝐾
𝑖=1(𝑆𝑅𝑖−𝑆𝑅𝑖−1), where 𝐾is
the number of Reflexion iterations. It measures the differences
between the original trail and the trail after Reflexion.
Remark: The four dimensions are not mutually independent. For
instance, a prerequisite for reasoning the optimal action is a thor-
ough understanding of the environment and observation. Our objec-
tive is to assess agent abilities from diverse perspectives rather than
segregating them into independent components. It is worth noting
that our proposed dimensions and metrics can be generalized to
other LLM agents, enabling the evaluation of their capabilities in
different environments. The dimension scores are computed as the
average of their corresponding metrics (details provided in §D).
6
EXPERIMENTS AND FINDINGS
In this section, we setup the experiments, and present the experi-
mental results. We summarize noteworthy findings as follows. First,
existing SOTA agents still exhibit substantial room for improve-
ment (§6.2). Second, in contrast to the results observed in prior
benchmarks [6, 15], LLaMA2-70B exhibits inferior planning
abilities across various dimensions. GPT-4, while advanced,
requires further improvement in the exploration and reflec-
tion dimensions. (§6.3).
6.1
Evaluation Setting
We conduct experiments on SOTA open-source and closed-source
LLMs. The detailed experiment settings are introduced as follows.
Agent Models. The selected LLMs encompass GPT-{3.5-turbo,
4} [18], LLaMA2-{13B-chat, 70B-chat} [25], representing two power-
ful closed-source and open-source LLM model families, respectively.
Regarding the prompt settings for LLM agents, please refer to §F.
Max Step. We set maximum step limits for agents to evaluate
their capabilities of completing tasks within reasonable timeframe.
According to the length of action sequences as shown in Table 2,
we empirically set the maximum step limit as 15 for single-APP and
constrained tasks, while for cross-APP tasks, it is set as 30.
6.2
Poor Performance in Mobile Tasks
In this section, we integrate the metrics introduced in §5.1 to assess
the task completion of LLM agents across various task types. We re-
port the results across single-APP, cross-APP, and constrained tasks
in Table 3 and Table 5. Recall that the Success Rate (SR) is assessed
by GPT-4. To validate its reliability, we perform cross-validation
between it with TR and TCR, where TR and TCR represent alter-
native perspectives on task completion. Specifically, we compute
the Pearson Correlation Coefficient (PCC) [5] between SR and TR,
resulting in a correlation of 0.87, and between SR and TCR, yielding
a correlation of 0.91. These high coefficients indicate a substan-
tial correlation between SR and both TR and TCR, validating the
rationale of adopting the GPT-4 judgment mechanism.
Table 3 reveals a significant deficiency of SOTA agents in
the real-world mobile tasks. While GPT-4 achieves a 75.9% SR
on single-APP tasks, all agents exhibit an inability to make effective
decisions across other task settings. Noteworthy the performance
gap between GPT-4 and GPT-3.5 is much larger for cross-APP tasks
than single-APP tasks. It indicates that the cross-APP tasks are
more complex and difficult, and can well reveal the significant
disparity in planning abilities between the two agents. In
contrast to prior benchmark studies, LLaMA2-70B demonstrates
inferior performance relative to GPT-3.5 and GPT-4.
We conduct a detailed examination of the APPs where the SOTA
agents, including GPT-3.5 and GPT-4, do not perform well. Our
investigation reveals a vulnerability in handling APPs charac-
terized by deficient textual information and intricate opera-
tional logics. To further substantiate this observation, we calculate


Understanding the Weakness of Large Language Model Agents within a Complex Android Environment
Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Table 5: Constraints violation ratios for Constrained Tasks.
Model
APP-level
Page-level
Component-level
GPT-3.5
0.207
0.072
0.33
GPT-4
0.000
0.050
0.00
Understanding
Reasoning
Exploration
Reflection
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
Figure 4: Agent abilities evaluation on cross-APP tasks.
the PCC between SR and the information richness (IR) and opera-
tion complexity (OC) of APPs. Specifically, we utilize the average
length of APP observation and the inverse length of ground truth
actions to quantify IR and OC, respectively. The results in Table 4
demonstrate that OC poses a more substantial challenge for GPT-3.5
in achieving a higher SR, while GPT-4 exhibits a greater sensitivity
to IR. The high values of IR × OC further prove our findings.
Beyond basic task completion, we assess the agents’ capacity to
comprehend constraints and adeptly make decisions to avoid vio-
lations. Table 5 presents the constraint violation ratios of GPT-3.5
and GPT-4. LLaMA2 models are excluded as they face challenges
in completing basic tasks, rendering this assessment impractical.
Table 5 reveals that even for straightforward constraints, GPT-3.5
still may violate them. By reading its intermediate reasoning pro-
cesses, we discern that GPT-3.5 lacks awareness and understanding
of constraints. For instance, in the case of “Find the current weather
forecast” with the constraint “do not use the Weather APP”, GPT-3.5
directly opens the Weather APP, while GPT-4 comprehends the con-
straint and devises an alternative way using a web browser to search
for weather forecast. It highlights the considerable distance yet
to be covered before GPT-3.5 can be applied effectively in
permission-sensitive environments.
6.3
Four Weakness Leading to Failure
In this section, we employ the metrics introduced in §5.2 to quan-
tify the fine-grained planning abilities of these agents, so as to
understand their weaknesses that lead to failure. As shown in Fig. 4,
GPT-4 shows superior performances across various dimensions,
further substantiating its excellence in task completion, as indi-
cated in Table 3. In contrast, LLaMA2 models exhibit significant
weaknesses across all four dimensions. In Fig. 5, we present the
composed metrics of these dimensions. Due to space limit, we only
present part of the testing APPs, and the complete APP metrics can
be found in §E. Fig. 5(a) and 5(b) present the ratios of outputting
invalid format and out-of-space actions. The notably higher ratios
of LLaMA2 show its challenges in understanding and adhering to
0.0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
Calendar
Camera
Firefox
Gmail
Google Maps
Messages
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(a) Invalid Action Ratio.
0.000
0.005
0.010
0.015
0.020
0.025
Calendar
Camera
Firefox
Gmail
Google Maps
Messages
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(b) Invalid Format Ratio.
0.0
0.2
0.4
0.6
0.8
1.0
Calendar
Camera
Firefox
Gmail
Google Maps
Messages
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(c) Nuggets Mining Score.
0.0
0.2
0.4
0.6
0.8
1.0
Calendar
Camera
Firefox
Gmail
Google Maps
Messages
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(d) Operation Logic Score.
0.0
0.2
0.4
0.6
0.8
1.0
Calendar
Camera
Firefox
Gmail
Google Maps
Messages
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(e) Aware of Completion Ratio.
0.0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
Calendar
Camera
Firefox
Gmail
Google Maps
Messages
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(f) Repeat Action Ratio.
Figure 5: Metrics for understanding, reasoning and explo-
ration dimensions.
prescribed action rules. Fig. 5(c) demonstrates the superior capacity
of GPT-3.5 and GPT-4 to apprehend more nuanced information com-
pared to LLaMA2. In Fig. 5(d), LLaMA2 agents exhibit challenges
in identifying the correct subsequent actions even after multiple
attempts. Moreover, LLaMA2-13B lacks the awareness that the task
has been successfully completed, as depicted in Fig. 5(e). Fig. 5(f)
indicates a high repeat action ratio of LLaMA2, underscoring its
limited ability to explore the environment. GPT-4 also demon-
strates a notable proclivity for repeating erroneous actions
for several APPs. To improve the exploration ability of GPT-4,
we introduce an exploration strategy and examine its impact on
performance in §7.2. While GPT-4 shows certain improvement
through Reflexion, our analysis suggests that it stems from in-
herent opportunities for additional attempts to complete
the task rather than an enhancement in the agent’s policy.
Detailed experiments and analysis can be found in §7.1.
7
FUTURE DIRECTIONS FOR ENHANCING
LLM AGENT
Through experiments in §6.3, we observe that LLaMA2 models
display weaknesses across all four dimensions. Even for the lead-
ing model, GPT-4, still exhibits shortcomings in exploration and
reflection. In this section, we first analyze the ineffectiveness of
Reflexion and provide an empirical analysis of the factors contribut-
ing to this phenomenon. Second, we propose a novel prompt-based
exploration method, revealing that explicitly encouraging the agent
to explore unknown actions can enhance performance.


Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Mingzhe Xing, Rongkai Zhang, Hui Xue, Qi Chen, Fan Yang, and Zhen Xiao
0
1
2
3
4
5
Trial Number
0.05
0.10
0.15
0.20
0.25
Reflection
Re-execute
(a) SR of GPT-3.5 agent.
0
1
2
3
4
5
Trial Number
0.60
0.65
0.70
0.75
0.80
0.85
0.90
Reflection
Re-execute
(b) SR of GPT-4 agent.
Figure 6: Performances evaluated on cross-APP tasks by in-
creasing the reflection times.
7.1
Analysis of Reflection’s Failure
Recall that Reflexion summarizes experience and then re-executes
failed tasks, it inherently offers opportunities for additional at-
tempts and possesses potential for performance improvement. Ac-
cordingly, we conduct a comparative evaluation with re-executing
failed tasks without the Reflexion process, namely Re-execute. In
Fig. 6, we present the SR of Reflexion@5 and Re-execute@5. Con-
trary to expectations, we observe that Reflexion does not yield
positive outcomes compared to Re-execute. This unexpected
phenomenon motivates an investigation of the underlying mecha-
nisms of Reflexion and the challenges of applying it in our scenario.
To initiate our investigation, we provide a formal definition of the
Reflexion process, specified as follows:
𝑃(new trajectory | reflection)
|                                 {z                                 }
③
· 𝑃(reflection |
①
z           }|           {
old trajectory)
|                                {z                                }
②
,
where 𝑃denotes the LLM agents. This equation describes the Reflex-
ion process, i.e., extracting valuable insights from past trajectories
and benefiting subsequent trials. Three key steps in this equation
may contribute to the degradation of Reflexion performance in our
scenario. The first and the most important reason is that the
old trajectory (marked in ①) is less informative compared with
previous scenarios. Unlike benchmarks [3, 37] characterized by one-
step decision, and virtual ALFWorld environment [23] with small
and static action space, our environment necessitates multi-step
planning within a vast and dynamic action space. This challenge
not only makes it hard to explore the entire action space, thus can-
not provide sufficient guidance for next trial, but also sparsifies
the reward feedback. Therefore, a potential improvement can be
achieved by improving trace quality. In specific, employing explo-
ration strategies to broaden the explored action space for informa-
tive experience [16] and devising intrinsic rewards to mitigate the
sparse reward issue [39]. Secondly, a constrained ability to distill
reflection (i.e., part ②) diminishes the reflection efficacy. Lastly, re-
garding part ③, the reflection may not be fully leveraged by agent
or, conversely, introduces bias [10] and degrades the performance
compared to the Re-execute that is without reflection.
7.2
Enhancing Exploration Boosts Performance
Upon reading the trajectories, we observe that even for GPT-4, it
still presents a pronounced tendency to repeat erroneous actions,
5
15
25
35
45
Max Step
0.20
0.25
0.30
0.35
0.40
0.45
0.50
0.55
0.60
Success Rate
GPT-4
GPT-4+Exploration
(a) Success rate.
5
15
25
35
45
Max Step
0.2
0.3
0.4
0.5
0.6
Repeat Action
GPT-4
GPT-4+Exploration
(b) Repeat action ratio.
Figure 7: GPT-4 and GPT-4+Exploration comparisons by vary-
ing the maximum step limit on the Camera APP.
as illustrated in Fig. 5(f), indicating its limited exploration capabili-
ties. Furthermore, the repetition of actions degrades the quality of
preceding trajectories, rendering them insufficient for providing
informative guidance for reflection, as discussed in §7.1.
In this section, we introduce a novel prompt-based exploration
strategy for LLM agents. Diverging from prior approaches [4] that
treat the LLM as a RL policy network and employ exploration strate-
gies originating from RL, our strategy guides the exploration of
LLM agent by incorporating a prompt indicating the count
of previously visited observations 𝑀(s) and issued actions
𝑁(s, a). Specifically, we embed a hint prompt such as “You have
already been in the current state M times, and taken action A for N
times” at each decision step. This concept is inspired by the Upper
Confidence Bound (UCB) [2, 30]. Unlike UCB, we do not design
explicit exploration strategies. Instead, we integrate historical infor-
mation into the prompt, leveraging the powerful decision-making
capabilities of the LLM to balance exploration and exploitation.
We conduct an experiment on the Camera APP, where GPT-4 ex-
hibits the highest repeat action ratio, to evaluate the effectiveness
of the exploration strategy. We vary the maximum step limit in
{5, 15, 25, 35, 45}, and present SR and repeat action ratio in Fig. 7.
The results show that, with a simple counting-based prompt, SR
can achieve 27% of improvement. Furthermore, as the maximum
step limit increases, the exploration ability of GPT-4 degrades. In
contrast, for GPT-4+Exploration, effective exploration of the envi-
ronment persists, leading to continued performance improvement.
8
CONCLUSION
This study introduces AndroidArena environment and a scalable
benchmark. It supports the evaluation of cross-APP and constrained
task scenarios. We propose adaptive and precise metrics to assess
task completion, and fine-grained abilities of agents to understand
their weaknesses. The results underscore significant room for im-
provement among SOTA agents. We highlight four research direc-
tions for enhancing LLM agents. Additionally, we offer empirical
insights into the failure of reflection and present a novel method
to enhance the exploration capabilities of agents. In the future, we
plan to investigate the weaknesses of multi-modal model agents.
Given that vision models excel at spatial understanding and reason-
ing, areas where LLMs struggle [34], we intend to scrutinize their
fine-grained abilities and identify promising research directions in
this domain. Our AndroidArena supports multi-modal evaluation,
and the benchmark can be easily extended to this setting.


Understanding the Weakness of Large Language Model Agents within a Complex Android Environment
Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
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Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Mingzhe Xing, Rongkai Zhang, Hui Xue, Qi Chen, Fan Yang, and Zhen Xiao
APPENDIX
A
DETAILED OBSERVATION COMPRESSION
METHOD
The textual observation is derived from the XML representation
encapsulating comprehensive screen information as shown in Fig. 8.
However, directly inputting the entire XML into the LLM, proves
to be excessively lengthy as illustrated in Table 6. To mitigate this,
we employ a two-phase heuristic approach for compressing the
XML to a manageable length for LLM processing. The XML en-
tries are categorized into two groups: one for layout, which does
not support actionable operations, and the other for UI compo-
nents. We eliminate the XML entries related to layout, retaining
only those associated with UI components. In the second phase,
we merge non-functional and non-visible nodes upwards, incor-
porating their descriptive information into the parent nodes. This
strategy enhances the LLM’s ability to understand the semantic of
the hierarchical XML tree, and result in a more efficient compres-
sion. For components with nuanced state descriptions, we amplify
their textual information. For instance, when the switch compo-
nent is in the off position, we append a description stating “it is
currently unchecked, and you can switch it on.". To enable the agent
to accurately select the UI component for operation, a unique ID is
assigned to each component in the compressed observation. In the
compressed observation, components are structurally organized,
maintaining their ancestral-descendant relationships in the original
XML tree, aiding the LLM agent in comprehending the interface’s
layout through text and thereby enhancing its command efficacy.
Table 6: We randomly select several APPs and compare the to-
ken numbers before and after compression. Our compression
ratio reach a high of 86.6%, while preserving the semantic
information. This approach enhances the utilization of the
LLM agent context, allowing for the accommodation of more
historical observations in each decision-making process.
App Name
#Token (Original)
#Token (Compressed)
Gmail (email list)
11,707
1,155
Gmail (compose email)
7,273
413
Calendar
8,604
584
Google map
15,725
637
YouTube
12,005
939
Play Store
10,450
620
Google drive
11,060
651
Clock Alarm
9,633
505
Clock
7,980
285
B
DETAILED ACTION SPACE
We support four-level’s action space, i.e., APP level, component
level, system level and task level. App level actions are responsible
for installing, launching and stopping APPs. Most actions are com-
ponent level which are responsible for operating UI components,
such as clicking, typing, and swiping. We also support system level
actions including turning the screen on and off, adjusting the vol-
ume, setting orientation, and taking screenshots. Task-level action
is designed for the agent to decide if a task should finish.
Table 7: The complete action space, including action type and
the corresponding parameters.
Action level
Action Type
Action Parameters
APP level
Install APP
Download link
Launch APP
Package name
Stop APP
Package name
Stop all APP
Component level
Click
XPath
Double click
XPath
Long click
XPath
Set text
XPath, Text
Swipe up/down/left/right
Number
Press back
Press home
System level
Screen on/off
Volume up/down/mute
Set orientation
Horizontal/vertical
Screenshot
Task Level
Finish task
In previous work like AndroidEnv, the action is done by suc-
cessive touches and lifts, each consists a position (𝑥,𝑦) and an
𝐴𝑐𝑡𝑖𝑜𝑛𝑇𝑦𝑝𝑒∈{𝑇𝑂𝑈𝐶𝐻, 𝐿𝐼𝐹𝑇, 𝑅𝐸𝑃𝐸𝐴𝑇}. AndroidEnv divides the
screen into a grid and restricts the ActionType to TOUCH, or groups
action sequences like [TOUCH, LIFT, TOUCH, LIFT] into a single
gesture, such as swiping, scrolling, or drag-and-drop. However, con-
tinuous touches and lifts bring additional inference overhead for
agents, and cannot accurately simulate the continuity and smooth-
ness of swiping. Instead of interacting with the phone by successive
touches and lifts, we directly operate the UI components of APPs
through UIAutomator. It is a testing framework for Android, send-
ing a series of events including pressing, dragging, and scrolling.
These events are consistent with real finger slides. Operating com-
ponents by sending action events is not only more accurate and
natural in simulating real user operations, but also superior in terms
of APP compatibility. We can get the executable actions that each
component can perform from the corresponding XML and main-
tain them in the compressed observation, such as clickable, double
clickable, long clickable, etc. At the same time, we also record the
type of each component in the compressed observation, such as
button, text-editor, which can assist the agent to give appropriate
action instructions. As we have set a unique ID for each component
in the compressed observation, the agent can operate a compo-
nent by specifying its ID and the corresponding action type. Since
UIAutomator locates and operates on components based on their
XPath, our implementation employs a mapping table to convert
component IDs into component XPaths, after which we perform
the operations.
C
BENCHMARK STATISTICS
Our benchmark comprises three types of tasks: single-APP, cross-
APP, and constrained tasks. The single-APP tasks are derived from
13 APPs including Calendar, Camera, Clock, Contacts, YouTube,
Weather, Settings, Photos, Messages, Google Maps, Google Drive,
Gmail and Firefox. Statistical information regarding the benchmark
is illustrated in Fig. 9.


Understanding the Weakness of Large Language Model Agents within a Complex Android Environment
Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Search contacts
Zara
John
Bob
Alice
Contacts
Fix & manage
J
+
Z
J
B
A
(a) Screenshot.
(b) XML derived by UIAutomator.
[n0236] EditText open_search_bar ;click ;Search contacts : 
    [n54c6] ImageButton ;click ;Open navigation drawer : 
    [nb90c] ImageView ;click ;More options : 
    [nc3e7] selected_account_disc ;click ;Signed : 
[n1c26] ListView list ;long-click ; 4 contacts : 
    [nea52] ViewGroup ;click ;Alice : 
    [nd725] ViewGroup ;click ;Bob : 
    [nca5w] ViewGroup ;click ;John : 
    [ndsf3] ViewGroup ;click ;Zara : 
[n22ea] ImageButton floating_action_button ;click ;Create contact : 
[nf05c] contacts ;focusable selected ;Contacts : 
[n4eed] nav_manage ;click ;Fix & manage : 
​
(c) Compressed observation.
Figure 8: An example of the screenshot, original XML and compressed observation of Contacts APP page.
Calendar
3.3%
Camera
6.5%
Clock
6.5%
Contacts
5.1%
Firefox
2.3%
Gmail
8.4%
Google Drive
5.6%
Google Maps
6.5%
Messages
6.5%
Photos
2.8%
Settings
8.8%
Weather
6.5%
YouT
ube
4.7%
cross-APP
10.2%
Constrained
16.3%
Figure 9: Proportion of instructions for different Apps
D
PLANNING ABILITY SCORES
In this section, we present a detailed explanation of the calculation
method for the four fine-grained planning ability scores introduced
in §5.2. The value ranges of these metrics are [0, 1], with the
exception of Nuggets Mining, Operation Logic, and Reflexion@K.
Following AgentBench [15], we normalize the latter three metrics to
[0, 1] across all models. It is important to note that smaller metrics
in understanding and exploration indicate better performance in
these dimensions, while larger values for the metrics in reasoning
and reflection denote superior performance in those aspects. The
calculations for the four dimensions are specified as follow:
𝑈𝑛𝑑𝑒𝑟𝑠𝑡𝑎𝑛𝑑𝑖𝑛𝑔= (1 −𝐼𝑛𝑣𝑎𝑙𝑖𝑑𝐹𝑜𝑟𝑚𝑎𝑡𝑅𝑎𝑡𝑖𝑜)+
(1 −𝐼𝑛𝑣𝑎𝑙𝑖𝑑𝐴𝑐𝑡𝑖𝑜𝑛𝑅𝑎𝑡𝑖𝑜) + (1 −𝑁𝑢𝑔𝑔𝑒𝑡𝑠𝑀𝑖𝑛𝑖𝑛𝑔)
𝑅𝑒𝑎𝑠𝑜𝑛𝑖𝑛𝑔= 𝑂𝑝𝑒𝑟𝑎𝑡𝑖𝑜𝑛𝐿𝑜𝑔𝑖𝑐+ 𝐴𝑤𝑎𝑟𝑒𝑛𝑒𝑠𝑠𝑜𝑓𝐶𝑜𝑚𝑝𝑙𝑒𝑡𝑖𝑜𝑛
𝐸𝑥𝑝𝑙𝑜𝑟𝑎𝑡𝑖𝑜𝑛= 1 −𝑅𝑒𝑝𝑒𝑎𝑡𝐴𝑐𝑡𝑖𝑜𝑛𝑅𝑎𝑡𝑖𝑜
𝑅𝑒𝑓𝑙𝑒𝑐𝑡𝑖𝑜𝑛= 𝑅𝑒𝑓𝑙𝑒𝑥𝑖𝑜𝑛@𝐾
Subsequently, we standardize the four dimension scores and present
them in Fig. 4.
E
COMPLETE RESULTS FOR TESTING APPS
Due to space limit, we present part of the testing APPs in §6.2. In
Fig. 10, we show the metrics for all testing APPs.
0.0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
Calendar
Camera
Clock
Contacts
Firefox
Gmail
Google Drive
Google Maps
Messages
Photos
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(a) Invalid Action Ratio.
0.000
0.005
0.010
0.015
0.020
0.025
Calendar
Camera
Clock
Contacts
Firefox
Gmail
Google Drive
Google Maps
Messages
Photos
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(b) Invalid Format Ratio.
0.0
0.2
0.4
0.6
0.8
1.0
Calendar
Camera
Clock
Contacts
Firefox
Gmail
Google Drive
Google Maps
Messages
Photos
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(c) Nuggets Mining Score.
0.0
0.2
0.4
0.6
0.8
1.0
Calendar
Camera
Clock
Contacts
Firefox
Gmail
Google Drive
Google Maps
Messages
Photos
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(d) Operation Logic Score.
0.0
0.2
0.4
0.6
0.8
1.0
Calendar
Camera
Clock
Contacts
Firefox
Gmail
Google Drive
Google Maps
Messages
Photos
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(e) Aware of Completion Ratio.
0.0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
Calendar
Camera
Clock
Contacts
Firefox
Gmail
Google Drive
Google Maps
Messages
Photos
Settings
Weather
YouT
ube
LLaMA2-13B
LLaMA2-70B
GPT-3.5
GPT-4
(f) Repeat Action Ratio.
Figure 10: Metrics for understanding, reasoning and explo-
ration dimensions on all testing APPs.
F
PROMPT DESIGN
Following WebArena, our prompt for each decision-making step
incorporates environment descriptions, two-shot examples, task
instructions, and historical observations and actions, as illustrated


Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
Mingzhe Xing, Rongkai Zhang, Hui Xue, Qi Chen, Fan Yang, and Zhen Xiao
You are an autonomous intelligent agent tasked with operating a
mobile phone. 
You are able to assist with a wide range of tasks, ...... 
Here's the information you'll have:
......
To be successful, it is very important to follow the following rules:
......
input:
User's objective: open the email from Kaggle in Gmail.
Previous observations and actions ......
output: ......
input:
User's objective: open the email from Kaggle in Gmail.
Previous observations and actions ......,
output: ......
REMEMBER to think step by step, and generate the next action in the
correct format. 
......
Now, begin!
User's objective: ......
Previous observations and actions ......
Environment
Description
Two-shot
Example
Action
Prompt
Thinking: 
The user wants to find the best walking route to "Microsoft SVC
Building". The current view is the Google Maps home page. The
search box is available with the id [na928]. I should input the
destination "Microsoft SVC Building" into the search box. So, the next
action is #set_text [na928] [Microsoft SVC Building]#.
Agent
Output
Agent
Input
Figure 11: Prompt structure.
in Fig. 11. We adopt the Reflexion prompt from its official imple-
mentation with modifications tailored to our specific scenario. The
prompt context limit is 4K for LLaMA2-13B, LLaMA2-70B, and
GPT-3.5, and at 8K for GPT-4. Given that historical observations
and actions may exceed the context limit, and to ensure a fair com-
parison, we apply the truncation strategy employed in WebArena
across all agents to maintain a prompt within the 4K context limit.
F.1
Environment Description Prompt
Environment Description Prompt
You are an autonomous intelligent agent tasked with op-
erating a mobile phone. You are able to assist with a wide
range of tasks, from answering simple questions to plan-
ning and executing a complicated instruction with specific
actions you can issue.
Here’s the information you’ll have:
The user’s objective: This is the task you’re trying to com-
plete.
The installed APPs: These are the APPs you can operate
on.
The current phone’s observation: This is a simplified and
structured representation of the phone view, providing key
information.
The previous action and observation : There are the action
you just performed and the resulted phone observation. It
may be helpful to track your progress.
Solve the user’s task with interleaving Observation,
Thought, Action steps.
Thought can reason about the current situation.
At the end of thinking process, you MUST response the
next Action in the following formats:
1. APP level Actions:
#start [app-name]#: This action start an APP specified by
app name. You can ONLY issue the start operation on the
following APPs:
{app-string}
2. Component level Actions:
#click [id]#: This action clicks on an element with a specific
id on the APP page.
#long-click [id]#: This action long clicks on an element
with a specific id on the APP page.
#set-text [id] [text]# This action set text in a text view
element with a specific id on the APP page.
Note that the UI elements with ’clickable’ or ’long-clickable’
properties can be issued with #click#, while the elements
with ’EditText’ can be issued with #set-text# action.
3. System level Actions:
#swipe-up#: Scroll up the screen.
#swipe-down#: Scroll down the screen.
#swipe-left#: Swipe left the screen.
#swipe-right#: Swipe right the screen.
#press-back#: Navigate to the previously viewed page.
#press-enter#: Press enter.
4. Completion Action:
#finish [answer]#: Issue this action when you believe the
task is complete. If the objective is to find a text-based
answer, provide the answer in the bracket. If you believe
the task is impossible to complete, provide the answer as
"N/A" in the bracket.
——
Observation is the simplified and structured text represen-
tation of APP view.
To be successful, it is very important to follow the follow-
ing rules:
1. You MUST only issue ONE next action in each thinking
process.
2. Generate the action in the correct format. Always put
the action inside a pair of #. For example, #click [node3]#.
3. Issue finish action when you think you have achieved
the objective.
4. Today is {date}, which might be useful for you to com-
plete the task.


Understanding the Weakness of Large Language Model Agents within a Complex Android Environment
Conference acronym ’XX, June 03–05, 2018, Woodstock, NY
F.2
Reflection Prompt
Reflection Prompt
You are an advanced reasoning agent that can improve
based on self reflection. You will be given a previous rea-
soning trial in which you were given access to operate an
Android phone environment with human-like actions in-
cluding click and type text on the phone screen, and a task
instruction to complete. You were unsuccessful in complet-
ing the task either because you made the wrong action
decisions, or you used up your set number of reasoning
steps. In a few sentences, Diagnose a possible reason for
failure and devise a new, concise, high level plan that aims
to mitigate the same failure. Use complete sentences.
F.3
Reward Prompt
Reward Prompt
You can access to the actions and phone states at some steps
during executing a specific task on a phone. Check if the
given phone states and actions indicate the achievement of
a goal. The phone state is represented as structured texts,
with each entry denoting a UI component along with its
content and function description.
The goal is {goal},
the actions and states at some steps are: {traj}
Please check if the above trajectory indicate the achieve-
ment of the goal: goal. Only output ’Yes’ or ’No’, no other
words.
F.4
Query Template
Queries for single-APP functionalities extraction
Queries for single-APP
how to use {app_name}
{app_name} usage instructions
{app_name} quick start guides
{app_name} cheat sheets
{app_name} productivity guides
use {app_name} step-by-step
tips and tricks for {app_name}
{app_name} for beginners
{app_name} tutorial
getting started with {app_name}
introduction to {app_name}
Queries for cross-APP functionalities extraction
Queries for cross-APP
{app_name1} and {app_name2} collaboration features
How to use {app_name1} and {app_name2} together for
tasks
Integration between {app_name1} and {app_name2} for
productivity
Collaborative task management with {app_name1} and
{app_name2}
{app_name1} and {app_name2} integration for work and
productivity
Productivity tips with {app_name1} and {app_name2}
F.5
Functionality-to-Instruction Prompt
Functionality-to-Instruction Prompt
You are a smart task creator for a smartphone intelligent
assistant. Given the features description of the {app} APP,
your goal is to generate clear and practical tasks that the
assistant can assist people with while they use {app} on
their phone in their daily lives. These tasks should encom-
pass a wide range of possible instructions and questions
that may arise when using {app} APP.
For example, for the Gmail APP, potential task instructions
could include:
Compose an email with the subject <email subject> and
the message content <email content> to be sent to <email
address> using Gmail.,
Send the first draft email.,
Open the latest email from <email address> in Gmail.,
Open Gmail settings.,
Turn off notifications for Gmail.,
Star the latest email from <email address> in Gmail.,
Delete the latest email from <email address> in Gmail.,
etc., where the placeholders surrounded with angle brack-
ets ’<’ and ’>’ should be automated generated and not be
filled with specific content.
The {app} APP’s feature description is: {feature}
Your task is to generate as many of these tasks as possible
for the {app} app. Ensure that these instructions are clear
and will not lead to any misunderstanding so that the assi-
tant can successfully execute them. Your response should
be a list of comma separated task instructions, where each
instruction should be presented in one sentence.

choice A

Both AndroidArena and B-moca have designed two types of tasks: single app tasks and multi app tasks. AndroidArena also includes tasks that restrict the use of a specific app.

choice B

The testing method designed by B-moca is universal for text models, multimodal models, and video models, while Android Arena uses Deep-Q learning to train agents, which can be easily extended to multimodal models, although this article does not cover this aspect.

choice C

AndroidArena's test standards focus on operation sequences, while B-moca focuses on execution results on the simulator. Specifically, the Task Reward of AndroidArena calculates the LCS between the standard answer and the model operation sequence, and adds them up weighted.

choice D

Both AndroidArena and B-moca need to use real Android machines for testing.

difficulty

hard

domain

Multi-Document QA

length

short

sub domain

Academic

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