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.

Wed 21 OctMachine Learning
The gist
When AI agents respond to complex tasks over many steps, different ways of saying the same action can confuse the learning process. The authors found that linking rewards to specific wording rather than the actual effect causes problems in training. They created a new method called Effect-Marginal Policy Optimization that groups all ways of saying the same action together, making learning more focused on what really matters. This approach improved performance and learning speed in several simulated tasks.
Open → 2610.29427v1

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.

Thu 15 OctMachine Learning
The gist
Q-learning normally uses a fixed planning horizon, which can be too short for learning tasks that need long-term thinking and too long for early exploration. The authors propose Q(γ_H), which keeps multiple horizons for decision making and mixes them adaptively based on how confident the model is, using a measure related to entropy. This helps the learning system gradually shift from focusing on short-term rewards to long-term rewards as it gains more certainty. Tests show this approach works better on tasks where rewards are delayed, without needing to change the usual learning steps or guess the best fixed horizon.
Open → 2610.21764v1

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.

Tue 13 OctMachine Learning
The gist
Solving tasks that need many steps can go wrong if something fails early on, and fixing those failures is hard. The authors developed BELIEFWEAVER, a system that remembers what happened in past tries and thinks ahead about how to fix problems. It uses a smart model to guess what fixes might work and decides where to explore next. This approach helps agents do better on long tasks and uses less computing power by learning from past experience.
Open → 2610.18082v1

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.

Sun 11 OctComputation and Language
The gist
Long tasks with many steps are hard for AI agents to learn because it’s tricky to figure out which actions help in the end. The researchers created a new method called RSIPO, where the AI not only learns a policy for actions but also develops skills from its experiences as it trains. This method also helps the AI decide how much to trust feedback from a teacher model, which sometimes can be misleading. Their tests show RSIPO helps AI agents succeed more often than previous methods on tasks involving interaction and search.
Open → 2610.15772v1

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.

Fri 9 OctArtificial Intelligence
The gist
Solving visual Sudoku puzzles is hard for AI models because they require many detailed steps and understanding of the whole puzzle at once. The authors created a new Sudoku benchmark to test these challenges and found that current AI models struggle, especially with large puzzles. They proposed a new training method called AdaC-GRPO, which adapts the difficulty of problems based on the model’s progress, helping it learn better over time. This approach significantly improved the AI’s puzzle-solving skills compared to previous methods.
Open → 2610.13184v1

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.

Thu 8 OctComputer Vision and Pattern RecognitionComputation and Language
The gist
Teaching AI agents to learn and reuse visual skills helps them solve tasks more efficiently. Instead of just using text instructions, the authors use images and visual representations to guide the AI’s actions. Their system, ViSkill, stores successful sequences as visual skill cards that the AI can look back on and improve over time. This method helps the AI learn faster and perform better on tasks like puzzles and simple games compared to other approaches.
Open → 2610.12403v1

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.

Mon 5 OctArtificial Intelligence
The gist
Large language models acting as agents often need to remember experiences to make better decisions. The authors found that existing memory methods either keep experiences too separate or mix them too much, which makes it hard for agents to work well in new places. They propose MemCo, a system that keeps some detailed memories private while sharing general patterns globally. This way, agents can learn from others without copying environment-specific details, leading to better success and less repeated exploring.
Open → 2610.07376v1

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.

Wed 30 SeptArtificial Intelligence
The gist
Planning and acting in complicated tasks can fail when the planner and actor don’t agree on the task’s state. The authors found that these disagreements cause coordination problems and reduce success. They showed that giving both planner and actor shared, relevant state facts helps reduce confusion. They developed a system called Consistent Plan-Act that detects and resolves contradictions between planner and actor states, which improves task performance in test environments.
Open → 2609.38891v1

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.

Fri 25 SeptArtificial Intelligence
The gist
Many tests for artificial intelligence use fixed tasks, which can become too easy over time. The authors built Game Arena, a platform where AI models play competitive games like chess, poker, and Werewolf against each other. This way, the difficulty naturally rises as models improve, helping to better measure strengths and weaknesses. The platform also supports fairness, clear results, and adding new games easily.
Open → 2609.31473v1

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.

Mon 21 SeptArtificial Intelligence
The gist
Large language models often struggle to understand and remember hidden structures behind the data they see, like the rules of a game or connections in a network. This paper shows that giving these models a few examples from different situations helps them build better mental maps of these hidden worlds. The authors found that these examples push the models to create new internal signals specifically tied to understanding the world’s layout, which improves their predictions. They confirmed this works across various models and tasks, including game playing and web agents.
Open → 2609.24352v1

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.

Wed 16 SeptArtificial Intelligence
The gist
Large language models (LLMs) struggle with complex logical reasoning that requires keeping track of information over many steps. The authors use the board game Clue as a test to see how well these models can deduce hidden information while maintaining consistency during multi-turn gameplay. They created multiple AI agents modeled on popular LLMs to play the game and introduced a special tool that turns the game history into a clear matrix of possibilities. This tool helps the AI keep better memory and reasoning constraints, leading to improved performance. Comparing agents with and without the tool shows that external aids can enhance logical reasoning in language models.
Open → 2609.18736v1

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.

Mon 14 SeptComputer Vision and Pattern Recognition
The gist
Using example videos to teach AI agents how to act in interactive environments is hard. The authors created a large test called V-ICAL to see how well these agents learn from video demonstrations. They found that current AI models perform poorly, far below humans, and often can’t turn what they see in videos into good actions. This shows there is a big challenge for teaching AI using videos in dynamic settings. The authors highlight the need for better methods in this area.
Open → 2609.15683v1

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.

Thu 10 SeptMachine LearningArtificial IntelligenceRobotics
The gist
Planning agents use world models to imagine what will happen next based on their actions, but these models can struggle when the environment changes. The authors developed CLAW, a method that helps these models adapt quickly and efficiently to new but related environments using only a little new experience. CLAW does this by training a helper network to generate small adjustments to the original model so it can better predict in new situations without heavy computation. Tests showed it adapts faster and more accurately than previous methods while avoiding common problems like overfitting.
Open → 2609.12278v1

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.

Mon 7 SeptMachine LearningArtificial Intelligence
The gist
Finding interesting ways to explore an environment can be done without needing rewards or tasks to guide an agent. The authors define efficient exploration as gathering experiences that help an agent learn how to predict and adapt to different parts of the environment. They show theoretically that the best explorers choose their actions to first learn the most useful and understandable parts of the environment. Their experiments demonstrate that this approach naturally leads to increasingly complex behaviors, even in simple settings. This means agents can develop sophisticated skills just by trying to learn effectively, without any external goals.
Open → 2609.07575v1