arXiv:2608. 11560v1 Announce Type: new Abstract: Personalizing marketing messages with contextual multi-armed bandits (CMABs) drives real business value, yet the objective that ultimately matters - a downstream conversion - is observed only weeks later, too late to drive online learning.
By Sang Su Lee, Vineeth Loganathan, Shishir Dash, Vijay Raghavan
Personalizing marketing messages with contextual multi-armed bandits (CMABs) drives real business value, yet the objective that ultimately matters - a downstream conversion - is observed only weeks later, too late to drive online learning. Teams therefore train the bandit on a fast proxy reward, and separately must judge whether a contextual bandit is worth its complexity over sending one best message.
arXiv:2607. 02255v1 Announce Type: new Abstract: Memory for a long-horizon LLM agent is a contract about what each future decision is allowed to see.
By Xiangchen Cheng, Yunwei Jiang, Jianwen Sun, Zizhen Li, Chuanhao Li, Xiangcheng Cao, Yihao Liu, Fanrui Zhang, Li Jin, Kaipeng Zhang
arXiv:2306. 02704v2 Announce Type: replace-cross Abstract: We introduce \emph{Calibrated Stackelberg Games (CSGs)}, a generalization of the standard Stackelberg Games (SGs) framework.
By Nika Haghtalab, Chara Podimata, Kunhe Yang
arXiv:2607. 06854v1 Announce Type: cross Abstract: Reinforcement learning agents for imperfect-information card games are only as strong as the opponents they train against, and they are hard to grade, since they beat a random opponent over 99 percent of the time and only tie copies of themselves.
By Nima Kelidari, Mohammadsaeed Haghi, Mahdi Salmani
arXiv:2607. 27536v1 Announce Type: cross Abstract: Learning a strategic task changes more than what is directly taught: fine-tuning on one game can either enhance or degrade an agent's ability to reason in another.
By Joshua Caiata, Sreepriya Pulyassary, Xiang Li, Kate Larson
arXiv:2609.38881v1 Announce Type: new
Abstract: Real-time strategy (RTS) games require agents to coordinate economic development, production and construction, base defense, unit organization, and att...
By Xinhe Tian, Xiaoyue Zhang, Ziyou Zhang, Jiacheng Li, Xiaoqiang Jin, Qianchuan Zhao, Gaochen Cui
arXiv:2610.13995v1 Announce Type: cross
Abstract: Post-training large language models (LLMs) on two-player zero-sum games provides a verifiable reward, and the gains have been shown to transfer to ge...
By Weixian Waylon Li, Jiaxin Zhang, Han Zhou, Chengzu Li, Ke Wang, Fengxiang He, Yiwen Guo
arXiv:2604.07733v2 Announce Type: replace
Abstract: Evaluating strategic decision-making in LLM-based agents requires generative, competitive, and longitudinal environments, yet few benchmarks provid...
By John Chen, Sihan Cheng, Can Gurkan, Mingyi Lin
We study finite stochastic partial monitoring (PM) games with side information, a paradigm of sequential learning with partial feedback. On each round $t \in [T]$, both player and environment observe...
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:2603. 00374v2 Announce Type: replace Abstract: Offline learning of strategies takes data efficiency to its extreme by restricting algorithms to a fixed dataset of state-action trajectories.
By Austin A. Nguyen, Michael P. Wellman