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:2606. 20014v1 Announce Type: cross Abstract: Reinforcement learning (RL) has achieved strong performance in sequential decision-making, yet scaling to complex multi-agent environments remains challenging due to sparse rewards, large state-action spaces, and the difficulty of learning coordinated strategies.
By Jannik H\"osch, Alessandro Sestini, Florian Fuchs, Amir Baghi, Joakim Bergdahl, Konrad Tollmar, Jean-Philippe Barrette-LaPierre, Linus Gissl\'en
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
The paper introduces Adversarial Heuristic Learning (AHL), a framework that uses AI agents to refine game policies without changing model weights. It presents AAArena, a benchmark of 12 adversarial games and 1,920 human programs, where agents analyze replays, select opponents, and revise policies to maximize ranking within limited budgets. Experiments show that certain configurations achieve gold medals, while performance drops in games with complex rules, highlighting challenges in game understanding and long‑horizon policy development.
By Kaisen Yang, Qingle Liu, Kejin Wang, Yicheng Zhao, Jieming Li, Shenghan Zheng, Ruize Yang, Bojun Yang, Heng Gong, Xiang Gao, Lanyue Zhang, Kaiyu Zhong, Zhuo Liu, Shaoxuan Li, Chengxi Li, Yong Yan, Weixuan Zhang, Tianwei Luo, Situ Wang, Youjie Zheng, Sihan Zhao, Shengyuan Wang, Huan-ang Gao, Jiazheng Xu, Xiaohui Xie, Wentao Han, Hongning Wang
The paper introduces Porimon, an LLM-based agent for Pokémon Battles that uses Long/Short-Term Knowledge Augmented Generation (LSTKAG) to incorporate past states of the current task and retrieve experience summaries from similar previous instances. Porimon also employs an external API for precise damage calculation and detailed game information. Experimental results from 15,000 simulated battles show that Porimon, with hyperparameter optimization, outperforms both the earlier PokéLLMon agent and a rule-based heuristic player, and ablation studies confirm the benefit of the game information retrieval extension, though the impact of Long-Term KAG remains inconclusive.
By Dongyin Zhuo, Fengjunjie Pan, Nenad Petrovic, Alois Knoll
arXiv:2608. 06735v1 Announce Type: new Abstract: Reinforcement learning (RL) has achieved strong results in improving large language models (LLMs) on tasks with stationary, verifiable rewards, such as mathematical reasoning and code execution.
By Senhao Wang, Chenghao Cai, Haitao Hu, Mingxing Huang, Xingguang Wang, Wenhao Li, Zecheng Lin