arXiv Machine Learning

OpenBlock: Constructive and Verified Content Generation for Adaptive Tile-Matching Games

OpenBlock is an open, adaptive tile‑matching platform that uses a dual‑track content‑generation system: a deterministic rule‑based generator and an optional learned generator, both verified to ensure every piece set is fully placeable. A self‑play reinforcement‑learning agent diagnoses that long‑bar pieces become largely unplaceable at high board fill, indicating board‑state degeneration rather than difficulty drives late‑game failure. In live play, the learned track improves day‑1 retention by 1.8 percentage points and session duration by 7% compared to the rule track alone.

arXiv AI
Aug 25

CONTRAMEM: Learning Self-Evolving Procedural Memory from Contrasting Multi-Model Trajectories

arXiv:2608.22533v1 Announce Type: new Abstract: Autonomous computer-use agents are increasingly applied to long-horizon tasks requiring coordinated application calls, persistent state tracking, and v...

By Zheyuan Deng, Binghang Lu, Hanqi Feng, Shirley Huang, Dianzhuo Wang, Yuanda Xu, Zhiwei Zhang, Yige Sun, Changhong Mou, Runyu Zhang, Yuexing Hao, Barnabas Poczos, Xiaomin Li
arXiv AI
Aug 3

Self-Play Meets Skill Evolution: Self-Evolving Search Agents that Pose, Solve, and Remember

arXiv:2607. 29468v1 Announce Type: new Abstract: Self-play agents can generate training problems without questions from target benchmarks, but their curricula lack persistent state: failures affect gradients yet do not explicitly shape future practice.

By Zenghuang Fu, Zhaoyang Li, Qiuyuan Ai, Haoyu Wu, Minghui Wu, Chenxu Zhao, Ante Wang, Guannan He, Changwei Wang
arXiv AI
Sep 21

Designer-RSI: Evolving Procedural Memory from User Traffic for Agentic Graphic Design

Designer‑RSI presents a continual adaptation framework that lets a frozen frontier model operate professional design software while an external procedural memory learns natural‑language design skills from user traffic. Over five rounds on 1,406 real briefs and 1,869 graded trajectories, the memory grew from 76 to 139 skills, boosting execution success from 72.7% to 99.3% and improving win rates on four design benchmarks. The study shows that widening and deepening the memory, especially together, significantly outperforms a no‑skill baseline.

By Hongyang Du, Lan Yan, Christian Flores, Asim Kadav
arXiv AI
Sep 17

Compiled Agency: Frontier General-Purpose Coding Agents Build Winning Game Players from Bare Interaction - from Flappy Bird to StarCraft II and Civilization

The paper introduces Gauntlet, a framework that lets large language models autonomously build game-playing agents from a bare contract—just a game description, raw observation/action interface, and an empty policy file. In a single session, the model experiments with the game, compiles a standalone controller, and the resulting program is evaluated on held‑out instances without further model calls. The authors demonstrate that these compiled agents can win full‑scale games such as StarCraft II and Civilization, marking the first time a language‑agent system has achieved standalone victory in such complex titles.

By Joey Xiao, Haonan Huang
arXiv AI
Sep 4

Local Updates, Global Learning (LUGL): Playing Games with non-incremental Learners

The paper introduces LUGL (Local Updates, Global Learning), a framework that separates data collection from model fitting, allowing non‑incremental learners such as gradient‑boosted trees (LightGBM) to be used in reinforcement learning for games. LUGL alternates between a local update phase—where agents play self‑play games and store tabular updates—and a global learning phase—where a function approximator is trained on the accumulated table before it is reset. Experiments on both perfect‑information and imperfect‑information games show that LightGBM‑based agents perform competitively or better than neural‑network baselines like DQN and DeepCFR.

By David Milec, Spyridon Samothrakis, Michael Fairbank, Dennis J. N. J. Soemers