arXiv:2607. 12236v1 Announce Type: new Abstract: Speculative execution accelerates LLM agents by using a smaller, cheaper model to predict and pre-launch the next step while the environment is idle.
By Yu Li, Qinyuan Ye, Prafulla Kumar Choubey, Jiaxin Zhang, Chien-Sheng Wu
arXiv:2607. 00190v1 Announce Type: cross Abstract: Recent advances in reinforcement learning have produced superhuman agents across a wide range of competitive games.
By Andrzej Bia{\l}ecki, Adam Mastalerz, Han Zhou
arXiv:2608. 16196v1 Announce Type: new Abstract: Personalized game generation requires inferring a player's abilities and behavioral style from how they play.
By Yifan Lu, Xiaopeng Yuan, Haohan Wang
arXiv:2607. 04782v1 Announce Type: cross Abstract: Many real-world games do not admit a fixed, compact rule set: instead, their dynamics are defined by interactions among a large and often evolving collection of game pieces, making general-purpose policy learning impractical.
By Tomas Rigaux, Hisashi Kashima
arXiv:2605. 28863v2 Announce Type: replace-cross Abstract: Imperfect-information multiplayer games test whether agents can act under hidden information, sparse rewards, and non-stationary opponents.
By Aalok Patwa
arXiv:2608. 07490v1 Announce Type: cross Abstract: Large language model agents are increasingly evaluated through games, but most benchmarks emphasize final outcomes rather than how players learn from repeated interaction.
By Yingying Guo, Zhuoxuan Ju, Ruibo Ming, Ruicheng Feng, Jinjin Gu
arXiv:2608. 01193v1 Announce Type: cross Abstract: An AI development race creates a multi-agent safety dilemma.
By Phu Hoa Pham, Duy Minh Dao Sy, Trung Kiet Huynh, Phu Quy Nguyen Lam, Chi Nguyen Tran, Minh Trung Le, Phong Hao Le, Dinh Nam Nguyen, Thien Ky Nguyen Dong, Elias Fernandez Domingos, Le Hong Trang, The Anh Han
arXiv:2606. 04473v1 Announce Type: cross Abstract: We present ChessMimic, a system of three small encoder-only transformers - for move, thinking-time, and outcome prediction - conditioned on the position, recent move history, player rating, and clock state.
By Thomas Johnson
arXiv:2607. 19369v1 Announce Type: new Abstract: Hidden-state probes often recover latent labels in imperfect-information sequence models, but this alone does not establish that a model maintains a posterior belief distribution over hidden states.
By Quanhao Li, Qianyu Chen
arXiv:2607. 21290v1 Announce Type: cross Abstract: Multi-task learning (MTL) is a promising approach for prediction tasks derived from video game state data, as modern game telemetry provides multiple related supervision signals from the same structured observations.
By Jonas Pech\'e, Aliaksei Tsishurou, Alexander Zap, G\"unter Wallner
arXiv:2606. 23995v1 Announce Type: cross Abstract: Recent work has established that regularized policy gradient methods such as PPO, when used in self-play, can match or exceed specialized game-theoretic algorithms for solving two-player zero-sum imperfect-information games.
By Tristan Maidment, JB Lanier, Chase McDonald, Nathan Tsang, Eugene Vinitsky, Roy Fox, Albert Wang, Wesley N. Kerr
arXiv:2607. 03015v1 Announce Type: new Abstract: Forecasting future events has attracted growing attention as a testbed for general-purpose AI.
By Yishu Wang, Yuxuan Wang, Jiaqi Deng, Hanyang Tang