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MobileGym: A Verifiable and Highly Parallel Simulation Pl...
haozaz · 2026-05-29 · via Show HN

Paper · 2026

Dingbang Wu1,*, Rui Hao1,*, Haiyang Wang2, Shuzhe Wu, Han Xiao3, Zhenghong Li1, Bojiang Zhou1, Zheng Ju1, Zichen Liu1, Lue Fan1,†,‡, Zhaoxiang Zhang1,†

1Institute of Automation, Chinese Academy of Sciences  ·  2Peking University  ·  3The Chinese University of Hong Kong

*Equal contribution.   Corresponding authors.   Project lead.

TL;DR

MobileGym is a verifiable and highly parallel simulation platform for mobile GUI agent research — the first to make online RL training and deterministic evaluation feasible on real-world daily apps, long a structural blind spot of real-device pipelines. It covers 28 mobile apps (12 daily + 16 system) in the browser. Across the released validation suite, programmatic state judges show no false accept/reject cases over 416 parameterized task templates (vs. 10.2% misjudgment when the same real-device trajectories are scored by a VLM), giving a clean RL reward signal; structured state replication (∼400 MB per browser instance) makes single-machine batch-parallel GRPO cheap. Sim-to-Real: GRPO fine-tuning of Qwen3-VL-4B lifts overall simulation SR by +12.8 pt (9.4%→22.2%); on the 59-task real-device-runnable signal-bucket subset, the +42.8 pt simulation gain is preserved as +40.7 pt on the real device — 95.1% retention.

28

Apps simulated
12 daily + 16 system

416

Parameterized task templates
256 test + 160 train

0

False accept/reject
released checks vs. 10.2% VLM judge error

+40.7pt

Real-device gain
Qwen3-VL-4B trained on sim

MobileGym poster: a verifiable and highly parallel simulation platform for mobile GUI agents — 28 apps, 416 parameterized task templates, programmatic judge, parallel rollouts, easy extension, safe sandbox; 9 agents on 256 tasks (best SR 58.8% / best L4 SR 21.9%); Qwen3-VL-4B + GRPO gains +12.8 pt in simulation; 95.1% of simulation training gain retained on real devices.

Inside the Sandbox: 28 Apps

Each app is a faithful in-browser re-implementation in React/TypeScript, with Android-style task stacks, Intent routing, ContentProviders, and permission flows. Hover a row to pause.

All registered via manifest auto-discovery — adding a new app needs zero changes to the OS or benchmark layer. ~3–4 person-days per daily app, <1 day per system app.

Why daily apps stay out of reach

Real-world apps are unreadable, unresettable, and unforgiving.

That's why benchmarks quietly avoid WeChat, Alipay, and 12306 — and why online RL on the apps users actually live in has barely been attempted at scale. Three structural walls in the real-device pipeline:

And it gets worse. GUI agents — and the VLM judges that grade them — observe the world as discrete screenshots sampled at intervals, not continuous video. A success toast captured at exactly the wrong frame turns a failed transfer into a passing test; a half-rendered loading spinner can swing the verdict either way. The screen isn't just a summary — it's an unreliable witness.

One Mechanism, Three Answers

MobileGym answers all three with the same primitive: the entire environment is structured JSON. State is readable (judges inspect the structure directly — no VLM, no screenshots), writable (snapshot, fork, and restore in milliseconds; hundreds of identical rollouts on one machine), and consequence-free (every transfer, deletion, and purchase lives in a sandbox). Payment, ticketing, and account management — long skipped by real-device pipelines — become benchmarkable and trainable.

System Architecture

The whole stack runs in a single browser tab on top of React + TypeScript + Vite. The figure below shows what MobileGym covers and how each phone view is produced.

MobileGym system architecture — top panel shows the capability surface (28 daily apps, system UI, cross-app intent workflows like 12306→Ticket→Payment); bottom panel shows the composition model: Final UI = World Data ⊕ Runtime Overlay ⊕ OS Runtime, with the full environment exposed as structured JSON for snapshot/reset/fork and deterministic state-diff judging.

Headline Results

Leaderboard on MobileGym-Bench (test set, 256 tasks)

We evaluate 9 representative agents on the test set. L1-L4 are diagnostic strata calibrated jointly on the reference panel's mean SR and PR; L1 is relatively saturated, while L4 captures frontier-level tasks. SR is overall Success Rate.

Model L1
(20)
L2
(73)
L3
(83)
L4
(80)
SR
Proprietary models
Gemini 3.1 Pro 97.5 83.6 63.3 21.9 58.8
Doubao-Seed-2.0-Pro 100.0 93.2 48.2 6.2 52.0
Qwen3.6-Plus 100.0 78.1 44.6 3.8 45.7
Open-source GUI-specialized models
AutoGLM-Phone-9B 86.2 33.6 9.6 1.9 20.0
UI-TARS-1.5-8B 77.5 21.9 3.0 1.6 13.8
UI-Venus-1.5-8B 85.0 21.9 6.0 1.9 15.4
GUI-Owl-1.5-8B-Think 76.2 26.0 4.2 1.2 15.1
Step-GUI-4B 83.8 17.8 2.4 1.6 12.9
Open-source generalist models
Qwen3-VL-4B 71.2 12.3 0.6 0.3 9.4

Even Gemini 3.1 Pro reaches only 21.9 on L4, indicating substantial remaining headroom for future mobile GUI agents. Difficulty bins are calibrated jointly on the reference panel's mean SR and PR; calibration excludes Qwen3-VL-4B and its fine-tuned variants.

Sim-to-Real Transfer: +42.8 pt → +40.7 pt

Reinforcement-fine-tuning Qwen3-VL-4B with GRPO on a single 3×RTX Pro 6000 node (10 training steps, 96 parallel browser instances) lifts overall simulation SR from 9.4% → 22.2% (+12.8 pt). On the 59-task real-device-runnable signal-bucket subset, simulation SR rises from 33.9% → 76.7% (+42.8 pt) and the real-device pass rate rises from 32.2% → 72.9% (+40.7 pt) — a 95.1% retention of the simulation gain:

Bucket n Base Trained (after GRPO)
Sim Real Sim Real
Uplift 23 2.2% 17.4% 80.7% 73.9%
Stable-pass 18 95.8% 61.1% 95.8% 94.4%
Mid 18 12.5% 22.2% 52.6% 50.0%
Total 59 33.9% 32.2% 76.7% 72.9%

Δ retention sim → real: 95.1% — gains preserved on real device

The gains are not only aggregate: the trained model also recovers from an out-of-distribution real-device constraint. On Reddit_CreatePostToCommunity, the real-device community requires a flair tag on every post — a constraint the simulator does not enforce. The base model loops on a greyed-out "Post" button for the full 60-step budget; the trained model, after two failed clicks, notices the asterisk on the flair selector, picks a flair, and submits successfully.

The flair-required behavior is unique to the real-device community and is absent from the simulator's training distribution. Recovery is driven by visual reasoning over the greyed button + asterisk cue, a concrete example of the behavior that online RL on a controllable substrate can induce. Full trace and verbatim think-trace in the paper appendix.

Order-of-Magnitude Efficiency

Single-instance, headless, measured against a Docker AndroidWorld setup (no KVM). MobileGym uses roughly one-tenth the memory and less than one-hundredth the disk footprint of the emulator baseline. Its structured JSON state can be restored and forked directly, which enables GRPO-style same-initial-state parallel sampling at single-machine scale.

Memory / instance

∼400 MB vs ∼4.5 GB

Disk footprint

∼50 MB vs ∼20 GB

Headless / single instance, measured against Docker AndroidWorld (no KVM); see paper Appendix for measurement details.

Citation

@misc{wu2026mobilegymverifiablehighlyparallel,
      title={MobileGym: A Verifiable and Highly Parallel Simulation Platform for Mobile GUI Agent Research},
      author={Dingbang Wu and Rui Hao and Haiyang Wang and Shuzhe Wu and Han Xiao and Zhenghong Li and Bojiang Zhou and Zheng Ju and Zichen Liu and Lue Fan and Zhaoxiang Zhang},
      year={2026},
      eprint={2605.26114},
      archivePrefix={arXiv},
      primaryClass={cs.AI},
      url={https://arxiv.org/abs/2605.26114}
}