arXiv AI
Aug 3

DungeonBench: A Benchmark for Rules-Rich Tactical Reasoning in Dungeons & Dragons Combat

arXiv:2607. 29577v1 Announce Type: new Abstract: Games and simulators make valuable benchmarks by turning decisions into measurable outcomes, but many current suites under-test rules-rich tactical reasoning: the ability to choose well when geometry, timing, resources, objectives, and rule interactions all matter at once.

By Ismayil Ismayilov, Atakan Kara, Kaan Oktay
arXiv Machine Learning
Oct 3

Faynt: Scaling and Optimizing Policies for Competitive Melee

Faynt is a family of Transformer policies (10M and 75M parameters) that control all 26 characters in Super Smash Bros. Melee from a single checkpoint. After reinforcement learning, the 10M model wins 98.4% of same‑character games against fourteen specialist and multi‑character releases, and defeats a zero‑delay Slippi‑AI model in all 68 evaluated games. The work details architecture, scaling, hyperparameter transfer, supervised pretraining on 840,000 human replays, post‑training curricula, distillation, and efficient inference, and it releases the weights, benchmark suites, and a platform for automated model tournaments.

By Ali Janati, Nikita Kuzmin, Rohit Swamy, Charles Niu
arXiv AI
Jun 9

Benchmarking Open-Ended Multi-Agent Coordination in Language Agents

arXiv:2606. 08340v1 Announce Type: new Abstract: As language models are increasingly deployed as autonomous agents, they must coordinate with others over long horizons in open-ended interactive tasks.

By Kale-ab Abebe Tessera, Andras Szecsenyi, Cameron Barker, Alexander Rutherford, Davide Paglieri, Aidan Scannell, Henry Gouk, Elliot J. Crowley, Tim Rockt\"aschel, Amos Storkey
arXiv AI
3d ago

Porimon: An LLM-Based Pok\'emon Battle Agent Enhanced by Long/Short-Term Knowledge Augmented Generation

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 AI
Oct 9

Can AI Agents Learn Their Way to the Top? Evaluating Heuristic Learning in a Long-Running Game Agent Competition

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