Papers for
game ai engineers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Policy optimization boosts long task performance in text agents
One Act, Many Masks: Effect-Marginal Policy Optimization for Long-Horizon Agents
Abstract: Recent advances in multi-turn reinforcement learning (RL) have substantially improved the performance of LLM agents on complex, long-horizon interactive tasks. However, despite progress in fine-grained credit assignment, policy optimization still applies these learning signals through response-specific probability ratios. Different textual responses can induce the same executable effect, yet credit differences arising from subsequent outcomes remain tied to their individual textual realizations. We identify this mismatch as credit-update misalignment. Our analysis reveals that credit-text pairing directly shapes policy-update directions, even when the policy context and executable effect are held fixed. Motivated by this finding, we propose Effect-Marginal Policy Optimization (EMPO), which aligns policy optimization with execution-level equivalence through an effect-level surrogate that couples updates across alternative textual realizations. EMPO preserves the original credit signals, integrates with both trajectory-level and step-level credit estimators, and requires no additional critics or rollouts. Experiments on ALFWorld, WebShop, and Sokoban show that EMPO outperforms strong baselines in both task performance and learning efficiency.
Q learning adapts planning horizons using entropy guided mixing
Q($γ_H$): Entropy-Guided Horizon Mixing in Multi-Discount Q-Learning
Abstract: A fixed discount factor in Q-learning imposes a single planning horizon throughout training, despite the differing demands of early exploration and long-term credit assignment. We propose Q($γ_H$), a multi-horizon Q-learning framework that maintains multiple discount-specific heads and adaptively combines them at control time using an entropy-derived confidence signal. The resulting state-dependent mixing weights shift control from shorter- to longer-horizon heads as policy confidence increases, enabling adaptive horizon mixing without modifying individual Bellman updates. Across classical control and deep reinforcement-learning benchmarks, Q($γ_H$) shows its strongest improvements on delayed-credit tasks relative to strong fixed-discount baselines. By decoupling horizon adaptation from the underlying learning updates, Q($γ_H$) provides a lightweight framework for adaptive planning-horizon control in reinforcement learning, avoiding the need for manual discount-factor selection while remaining compatible with standard value-learning methods.
Framework improves recovery in long task solving agents
Failure Recovery via Belief Updates and World Modeling for Long-Horizon Agents
Abstract: Long-horizon agents often struggle to recover from failures whose causes lie several steps earlier, beyond what local reflection or backtracking can resolve. We introduce BELIEFWEAVER, a framework that combines persistent evidence across attempts with prospective reasoning over repair directions. It maintains a relational belief state over frontiers, attempts, observations, and checkpoints. Execution evidence updates related frontier priorities across attempts and rollback, while diagnostic evidence gates execution. An implicit world model (IWM) evaluates repair hypotheses, predicts progress, and identifies relations among frontiers to guide exploration. We further distill these recurring IWM reasoning components into a 9B student through supervised fine-tuning and on-policy distillation (OPD). Across three terminal-based benchmarks, BELIEFWEAVER improves aggregate final score by 5.1 percentage points over native Terminus-2 continuation, with positive trends in exploration efficiency. The distilled 9B student improves final score by 9.8 percentage points over the reported native baseline while reducing estimated teacher API cost by 54.8% relative to the matched teacher. These results show that persistent evidence and prospective reasoning can improve recovery in long-horizon agent tasks while substantially reducing reliance on teacher-model inference.
Policy and skills evolve together to improve AI agent success rates
RSIPO: Recursive Self-Improving Policy Optimization for Agentic Reinforcement Learning via Skill-Policy Co-Evolution
Abstract: Recent focus in agentic reinforcement learning (RL) seeks to improve credit assignment in long-horizon tasks. One promising direction combines reinforcement learning with verifiable rewards (RLVR) and on-policy self-distillation (OPSD), integrating trajectory-level advantages with dense token-level supervision. This line of work often conditions a teacher model on privileged context, such as agentic skills, to score tokens generated by the student policy. Despite their progress, they largely overlook the on-policy evolution of agentic skills and the reliability of teacher supervision. Towards this end, we introduce Recursive Self-Improving Policy Optimization (RSIPO), a self-evolving agentic RL framework that enables agentic skills and the policy model to co-evolve throughout the training process. Specifically, RSIPO enables the policy itself to extract skills from completed trajectories and explicitly optimizes its skill-generation capability through trajectory replay. It further employs empirical Bayes shrinkage to dynamically calibrate the student's trust in teacher scores, accounting for the fact that skill-enhanced teacher guidance can sometimes be less reliable. Experiments with Qwen-family models on embodied interaction and search-based agentic tasks demonstrate that RSIPO outperforms all the compared baseline approaches. With Qwen2.5-7B as the base model, RSIPO achieves an average success rate of 98.6\% on ALFWorld, yielding absolute improvements of 2.5\% and 17.4\% over the second-best baseline and standard GRPO, respectively.
Adaptive learning boosts solving visual sudoku puzzles in ai models
AdaC-GRPO: Towards Mastering Long-Horizon Visual Sudoku Puzzles via Adaptive Curriculum Learning
Abstract: While reinforcement learning with verifiable reward (RLVR) enhances reasoning in large language models, its efficacy in long-horizon multimodal tasks remains underexplored. Visual Sudoku puzzles pose a representative challenge, requiring multi-step deductive reasoning over both local constraints and global dependency chains. To this end, we introduce FG-Sudoku, a fine-grained benchmark categorized by grid size and required deductive steps. Evaluations reveal that frontier MLLMs fail on complex long-range dependencies (e.g., 9*9 puzzles). During post-training, this near-zero success rate causes severe reward sparsity, halting standard RLVR. We propose Adaptive Curriculum Group Relative Policy Optimization (AdaC-GRPO) to overcome this. Unlike rigid or prior-based schedules, AdaC-GRPO dynamically constructs training batches by tracking the model's "Zone of Proximal Development" via online rollout accuracy. Experiments demonstrate that AdaC-GRPO enables Qwen2.5-VL-7B to approach the performance of Gemini-2.5-Flash while bridging 62.2% of the overall accuracy gap to Gemini-2.5-Pro, with its generalizability further validated across InternVL-3.5 and Qwen3-VL.
Skill learning improves visual AI agents with faster task success
ViSkill: Reinforcing VLM Agents with Evolving Visual-Native Skills
Abstract: Skill-augmented agents improve sample efficiency by distilling successful trajectories into reusable strategies. Yet most existing approaches remain text-centric, linearizing spatial layouts and action-state correspondences into language that loses critical geometric structure. Recent efforts have begun incorporating visual evidence, but construct and update skills separately from policy optimization, leaving their mutual improvement underexplored. We propose ViSkill, a visual-native skill learning framework that encodes successful interactions as composite visual skill cards directly accessible to VLM agents. Retrieved skills guide both inference and reward shaping, while successful trajectories are distilled back into the library, forming a closed feedback loop in which skill accumulation and policy improvement reinforce each other. An optional cold-start mechanism further accelerates early-stage learning. Evaluated on Sokoban, FrozenLake, and PrimitiveSkill, ViSkill achieves an overall success rate of 0.89, rising to 0.91 with cold-start initialization, outperforming all evaluated proprietary and open-source baselines while converging faster than standard PPO. Our code is available at https://github.com/ZJU-REAL/ViSkill.
Memory centric collaboration improves language agents in new environments
MemCo: Memory-Centric Collaboration for Generalizing LLM Agents to Unseen Environments
Abstract: Large language model (LLM) agents increasingly operate in interactive environments, where they need to make sequential decisions through observation, action, and feedback. Although memory can help agents reuse experience, existing work designs memory in isolation, where collecting enough trajectories to populate it is expensive. Existing shared-memory approaches mitigate isolated experience by pooling episodic memories across tasks and environments. However, retrieving shared memory is challenged by the granularity, where retrieved memories can be either too specific to preserve current grounding or too coarse to support the next action. In this work, we propose MemCo, a memory-centric collaboration framework for generalizing LLM agents to unseen interactive environments. It maintains complementary local and global memory spaces, preserving environment-specific details locally while promoting transferable workflows induced from local trajectories to global memory. During online interaction, MemCo routes relevant local and global memories in terms of the agent's current state and decision phase, enabling agents to reuse the experience of other agents without blindly transferring environment-specific details. Experiments on interactive decision-making benchmarks show that MemCo improves task success and reduces redundant exploration compared with isolate-memory and shared-memory baselines. Our code is available at https://github.com/SYannL/nvdamas.
Improving task success by fixing planner and actor state disagreements
Consistent Plan-Act for Long-Horizon Agentic Tasks
Abstract: Long-horizon agentic tasks demand strong reasoning and efficient execution across successive interactions with dynamic environments. A common approach decouples high-level planning from low-level execution through separate planner and actor roles. To investigate coordination failures in these tasks, we prompt both agents for structured state assertions and compare their reports programmatically to detect explicit contradictions. Our analyses reveal systematic disagreement about the same task-relevant state facts, a phenomenon we term planner-actor state mismatch. We further find that providing agents with task-relevant state information reduces mismatch and improves coordination and task performance. Based on the systematic analysis of the state mismatch, we propose Consistent Plan-Act (ConPAct), which feeds detected contradictions back to both agents to form consistent state interpretations and fine-tunes them on curated consistent interactions for better coordination. ConPAct improves performance across various environments and model configurations, e.g., increasing MiniGrid success rate from 38.6% to 54.4% with GPT-5.6-sol/terra as planner and actor respectively, demonstrating that state consistency can guide both inference-time correction and coordination training.
Game arena hosts head to head contests to test large language models
Game Arena: Strategic LLM Evaluation in Competitive Environments
Abstract: We introduce Kaggle Game Arena, an open and ever-expanding platform to evaluate large language models (LLMs) through competitive games. Different from static benchmarks, game arena enables models to play head-to-head matchups in structured environments where the gameplay strength naturally increases as models evolve, preventing performance saturation. This technical report details the infrastructure behind Game Arena and describes the three pilot game environments: Chess, Poker, and Werewolf. These environments span perfect information, imperfect information, and multiplayer game settings, enabling a systematic study of models' strategic planning, adaptation, and robustness under uncertainty. For each game, we provide a detailed description of the environment, evaluation metrics, and results from running full competitions across models. Through robust infrastructure and large-scale ground-truth based evaluation, Game Arena ensures reproducibility, transparency and generalizability to new games and variants over time.
Few-shot examples improve world modeling inside large language models
Few-Shot Demonstrations Elicit the Use of In-Context World Representations in LLMs
Abstract: Large language models (LLMs), when acting as agents, are expected to take observed data in context, infer the latent state space underlying the world, and leverage it for downstream prediction. However, prior work demonstrated that LLMs struggle to use representations learned in context on a graph tracking task, where the model needs to construct a representation of the graph governing data generation process and use it for subsequent predictions. In this paper, we show that extending this to few-shot settings, where each demonstration is generated from a different world with either the same or different graph topologies, enhances its prediction on 6 models from 4 model families. To understand this improvement, we linearly probe a low-dimensional world representation that encodes graph information in the hidden states. Notably, we find that few-shot demonstrations relocate the world representation and increase its predictive use. Specifically, for each model, these world representations shift in directions nearly orthogonal to their original subspace, and interventions on these representations selectively impair performance more than interventions on other subspaces. Consistent with this insight, we show that few-shot demonstrations with observations from different worlds improve performance on ARC-AGI-1&2, web agent tasks, and Othello. Our findings elucidate the role and internal mechanisms of few-shot demonstrations in in-context world modeling. More broadly, our work advances our understanding of how LLM agents learn from in-context observations and provides implications for their further improvement.
Tool improves large language models playing the logic game Clue
Clueing up LLMs with Tool-Augmented Deductive Reasoning
Abstract: Despite recent advances in large language models (LLMs), performing logically consistent deductive reasoning over extended interactions remains challenging. Tasks that require integrating evidence across multiple reasoning steps, maintaining consistency with prior inferences, and updating beliefs under new constraints can surface limitations in current models while providing a useful testbed for evaluating reasoning enhancements. In this paper, we implement a text-based, multi-agent version of the classic board game Clue as an environment to evaluate multi-step, agentic deductive reasoning. In this setting, agents must infer hidden information from a sequence of observations, maintain consistency across turns, and reason over an evolving set of logical constraints. We instantiate six LLM-based agents (GPT-4o-mini and Gemini-2.5-Flash) as players that engage in turn-based gameplay; using three agents per model family, we establish baseline performance across repeated games. We then introduce a tool-augmented approach in which a structured possibility matrix converts implicit game state from generated reasoning logs into an explicit representation of remaining possibilities. The possibility matrix encodes extended-turn memory and deductive constraints, offloading these tasks from the agent. We compare this approach against the baseline to evaluate how tool augmentation supports reasoning quality and task success for autonomous agents in a strategic reasoning environment.
Video in-context learning struggles in multimodal interactive agents
V-ICAL Bench: Evaluating Video In-Context Learning for Multimodal Agents in Interactive Environments
Abstract: While In-Context Learning (ICL) enables models to adapt from exemplars without parameter updates, multimodal ICL remains largely underexplored, particularly regarding video demonstrations in interactive environments. For multimodal agents, learning from videos presents unique challenges: they must translate in-context demonstrations into executable policies, ground these policies in novel visual states, and iteratively refine actions based on environmental feedback. We introduce V-ICAL, a novel benchmark designed to evaluate video-based ICL for multimodal agents. Comprising 342 interactive tasks across 37 environments, V-ICAL utilizes human-curated demonstration videos as task-specific behavioral exemplars, evaluating agents through sustained interaction from a target initialization. The benchmark seamlessly connects in-context knowledge induction with core agentic capabilities, including state grounding, temporal memory, planning, and adaptation in dynamic environments. Extensive evaluations across 19 state-of-the-art multimodal agents reveal significant limitations: the best-performing model, Seed-2.1-Pro, achieves a score of only 54.4/100, while other leading models (e.g., Gemini-3.1-Pro, GPT-5.6) fail to surpass 50, far below the human baseline of 83.6. Controlled comparisons further demonstrate that current agents struggle to reliably translate video exemplars into effective policies, failing to yield consistent performance gains. Ultimately, V-ICAL exposes a critical gap in the ICL capabilities of multimodal agents, underscoring an urgent need for future research.
World models adapt quickly to new tasks with low-rank updates
Amortized Low-Rank Adaptation for Model-Based Reinforcement Learning
Abstract: World models let agents plan by predicting the consequences of their actions, but changes in the environment can make them inaccurate. We study the problem of adapting a world model to an unknown test-time environment, drawn from a known environment family, using only a few episodes of interaction. Existing approaches trade off computational cost against expressivity, i.e., the range of models a method can produce. For example, in-context learning is computationally cheap but limited in expressivity, and gradient-based adaptation is expressive but computationally expensive. We present CLAW (Context-conditioned Low-rank Adaptation of World models), which addresses this tradeoff by using a hypernetwork to generate low-rank (LoRA) adapters at test time. During pretraining, we simulate adaptation to a variety of environments and jointly train the hypernetwork and base world model. At test time, we freeze the base model and use a forward pass of the hypernetwork to generate adapters from a small batch of test-time transitions. We evaluate CLAW in locomotion and manipulation environment families that vary in dynamics, embodiment, and reward. We show that, using only seconds of test-time data, CLAW outperforms gradient-based adaptation and in-context learning during online adaptation. We also show that CLAW avoids overfitting in data-scarce regimes, that its advantage comes from the expressive adapters rather than context conditioning, and that pretraining the hypernetwork jointly with the base model outperforms training it post hoc.
Efficient explorers create complex behaviors without external rewards
Efficient Exploration Is Enough
Abstract: This work introduces an alternative view of efficient exploration and studies its theoretical and empirical implications in the absence of extrinsic rewards. Specifically, we define efficient explorers as agents that prioritize generating generalizable experience, i.e., data that supports learning models capable of predicting and adapting across the environment. This allows us to analyze efficient exploration through the lens of prediction and generalization. Theoretically, we demonstrate that optimally efficient explorers naturally schedule their trajectories to visit the most informative and learnable regions first. Empirically, we show that optimizing for these agents gives rise to an automatic curriculum of progressively more complex behaviors, even in relatively simple environments. These results indicate that pursuing this purely intrinsic objective alone is enough to drive the emergence of highly sophisticated behaviors. We believe that this new framework provides a principled mechanism by which agent-environment systems may sustain an open-ended process of increasingly complex behavior without external rewards, tasks, or objectives.