arXiv AI

Teaching AI Agent to Play Poker Strategically Through Preference Optimization

The paper investigates whether compact AI agents can display strategic behavior in poker under hidden information and whether preference optimization can surpass static and zero‑shot policies. After evaluating a static baseline and three frozen language models (SmallThinker, Qwen3, Gemma‑3), the authors introduce Strategic Preference Optimization with KL‑anchored Equilibrium (SPOKE), which blends teacher‑relative value penalties, policy anchoring, risk constraints, and structured rationale supervision. SPOKE outperforms other methods on Kuhn and Leduc games, achieving the lowest mean exploitability and the highest six‑max top‑1 agreement while maintaining teacher‑consistent behavior.

arXiv Machine Learning
Sep 4

LLM-Guided Reinforcement Learning for Adaptive NPC Behavior in Multi-Agent Combat Games

The paper explores a runtime strategy-selection framework where a large language model (LLM) guides a pre‑trained reinforcement learning (RL) policy for non‑player characters (NPCs) in a Unity combat game without altering the underlying policy. Five NPC agents sharing a PPO policy were compared in a baseline setup and an LLM‑augmented setup, where a locally hosted Mistral 7B model assigns one of four tactical tags every five seconds based on live game state. Across 600 episodes against three scripted opponents, the LLM‑augmented agents more than doubled their win rate against a Balanced opponent, improved performance against an Evasive opponent, but struggled against an Aggressive opponent due to over‑reliance on encirclement; analysis of 2,430 strategy selections revealed limited zero‑shot differentiation with the model favoring Surround in 83.8% of cases.

By Hrithika Deepu Nair, Kayvan Karim
arXiv AI
Oct 9

Constrained Command-Conditioned Reinforcement Learning with Bandit Strategy Selection in Real-Time Strategy Games

The paper presents a constrained command‑conditioned Proximal Policy Optimization (PPO) executor for the MicroRTS real‑time strategy environment, enabling a single execution policy to follow diverse strategic commands. A Thompson‑sampling bandit strategist selects command tuples based on in‑game observations of the opponent’s strategy, rather than relying on opponent identity. In controlled experiments, the strategist‑executor system outperforms a flat PPO baseline against three of the four strongest opponents on a training map, including two held‑out opponents, while showing no significant difference against the remaining opponents.

By Nick Leenders, Roy Lindelauf, Joost van Oijen, Boris Cule
arXiv Machine Learning
Aug 17

What preferences can - and cannot - predict in multi-agent online learning

arXiv:2608. 13810v1 Announce Type: cross Abstract: We examine the interplay between ordinal, preference-based solution concepts in games and the long-run behavior of game dynamics, asking in particular to what extent the combinatorial data of a game -- its preference graph -- determine the outcomes of no-regret learning dynamics -- such as follow-the-regularized-leader (FTRL).

By Omar Abbadi, Rida Laraki, Panayotis Mertikopoulos
arXiv AI
Sep 28

Preference-based opponent shaping in differentiable games

The paper introduces Preference-based Opponent Shaping (PBOS), a method that incorporates a preference parameter into an agent’s loss function to directly consider an opponent’s loss during strategy updates. By jointly learning strategy and preference parameters, PBOS aims to guide agents toward cooperative or competitive behaviors without relying on simple opponent predictions. Experiments on differentiable games demonstrate that PBOS enables agents to achieve better reward distributions across various environments.

By Xinyu Qiao, Yudong Hu, Congying Han, Weiyan Wu, Tiande Guo