Large Language Models Play StarCraft II: Benchmarks and A Chain of Summarization ApproachWeiyu Ma, Qirui Mi, Yongcheng Zeng et al.
StarCraft II is a challenging benchmark for AI agents due to the necessity of both precise micro level operations and strategic macro awareness. Previous works, such as Alphastar and SCC, achieve impressive performance on tackling StarCraft II , however, still exhibit deficiencies in long term strategic planning and strategy interpretability. Emerging large language model (LLM) agents, such as Voyage and MetaGPT, presents the immense potential in solving intricate tasks. Motivated by this, we aim to validate the capabilities of LLMs on StarCraft II, a highly complex RTS game.To conveniently take full advantage of LLMs` reasoning abilities, we first develop textual StratCraft II environment, called TextStarCraft II, which LLM agent can interact. Secondly, we propose a Chain of Summarization method, including single frame summarization for processing raw observations and multi frame summarization for analyzing game information, providing command recommendations, and generating strategic decisions. Our experiment consists of two parts: first, an evaluation by human experts, which includes assessing the LLMs`s mastery of StarCraft II knowledge and the performance of LLM agents in the game; second, the in game performance of LLM agents, encompassing aspects like win rate and the impact of Chain of Summarization.Experiment results demonstrate that: 1. LLMs possess the relevant knowledge and complex planning abilities needed to address StarCraft II scenarios; 2. Human experts consider the performance of LLM agents to be close to that of an average player who has played StarCraft II for eight years; 3. LLM agents are capable of defeating the built in AI at the Harder(Lv5) difficulty level. We have open sourced the code and released demo videos of LLM agent playing StarCraft II.
16.3CLFeb 8, 2025
Evolving LLMs' Self-Refinement Capability via Synergistic Training-Inference OptimizationYongcheng Zeng, Xinyu Cui, Xuanfa Jin et al.
Self-Refinement refers to a model's ability to revise its own responses to produce improved outputs. This capability can also serve as a fundamental mechanism for Self-Improvement, for example, by reconstructing datasets with refined results to enhance intrinsic model performance. However, our comprehensive experiments reveal that large language models (LLMs) show no clear evidence of inherent Self-Refinement and may even experience response quality degradation after Self-Refinement. To address this issue, we propose EVOLVE, a simple and effective framework for eliciting and tracking the evolution of Self-Refinement through iterative training. We first explore optimization methods during training to activate the model's Self-Refinement capability. Then, at inference, we investigate various generation strategies to further enhance and utilize Self-Refinement while supplying the necessary data for training. Through synergistic optimization of training and inference stages, we continually evolve the model's Self-Refinement ability, enabling it to better refine its own responses. Moreover, we demonstrate the potential of leveraging Self-Refinement to achieve broader Self-Improvement of intrinsic model abilities. Experiments show that the evolved Self-Refinement ability enables the Llama-3.1-8B base model to surpass GPT-4o, achieving 62.3% length-controlled and 63.3% raw win rates on AlpacaEval 2, and 50.3% on Arena-Hard. It also generalizes effectively to out-of-domain reasoning tasks, improving performance on mathematical reasoning benchmarks such as GSM8K and MATH.
14.4LGJun 29, 2025
Curious Causality-Seeking Agents Learn Meta Causal WorldZhiyu Zhao, Haoxuan Li, Haifeng Zhang et al. · pku
When building a world model, a common assumption is that the environment has a single, unchanging underlying causal rule, like applying Newton's laws to every situation. In reality, what appears as a drifting causal mechanism is often the manifestation of a fixed underlying mechanism seen through a narrow observational window. This brings about a problem that, when building a world model, even subtle shifts in policy or environment states can alter the very observed causal mechanisms. In this work, we introduce the \textbf{Meta-Causal Graph} as world models, a minimal unified representation that efficiently encodes the transformation rules governing how causal structures shift across different latent world states. A single Meta-Causal Graph is composed of multiple causal subgraphs, each triggered by meta state, which is in the latent state space. Building on this representation, we introduce a \textbf{Causality-Seeking Agent} whose objectives are to (1) identify the meta states that trigger each subgraph, (2) discover the corresponding causal relationships by agent curiosity-driven intervention policy, and (3) iteratively refine the Meta-Causal Graph through ongoing curiosity-driven exploration and agent experiences. Experiments on both synthetic tasks and a challenging robot arm manipulation task demonstrate that our method robustly captures shifts in causal dynamics and generalizes effectively to previously unseen contexts.
19.7LGOct 1, 2025
CurES: From Gradient Analysis to Efficient Curriculum Learning for Reasoning LLMsYongcheng Zeng, Zexu Sun, Bokai Ji et al.
Curriculum learning plays a crucial role in enhancing the training efficiency of large language models (LLMs) on reasoning tasks. However, existing methods often fail to adequately account for variations in prompt difficulty or rely on simplistic filtering mechanisms to select prompt datasets within a narrow criterion range, resulting in significant computational waste. In this work, we approach the problem from the perspective of reinforcement learning gradient optimization, offering a systematic and theoretical investigation into how to improve the training efficiency of LLMs. We identify two key factors influencing training efficiency: the selection of training prompts and the allocation of rollout quantities across different prompts. Our theoretical analysis reveals that the sampling distribution of prompts dictates the convergence rate of gradient descent, while the allocation of the rollout quantity influences the consistency and stability of overall gradient updates. Based on these insights, we propose CurES, an efficient training method that accelerates convergence and employs Bayesian posterior estimation to minimize computational overhead. Experiments demonstrate that our CurES outperforms Group Relative Policy Optimization (GRPO) by \textbf{+3.30} points and \textbf{+4.82} points with 1.5B and 7B models, respectively. Additionally, CurES exhibits faster convergence compared to baselines, including GRPO.
9.9LGOct 28, 2021
A Game-Theoretic Approach for Improving Generalization Ability of TSP SolversChenguang Wang, Yaodong Yang, Oliver Slumbers et al.
In this paper, we introduce a two-player zero-sum framework between a trainable \emph{Solver} and a \emph{Data Generator} to improve the generalization ability of deep learning-based solvers for Traveling Salesman Problem (TSP). Grounded in \textsl{Policy Space Response Oracle} (PSRO) methods, our two-player framework outputs a population of best-responding Solvers, over which we can mix and output a combined model that achieves the least exploitability against the Generator, and thereby the most generalizable performance on different TSP tasks. We conduct experiments on a variety of TSP instances with different types and sizes. Results suggest that our Solvers achieve the state-of-the-art performance even on tasks the Solver never meets, whilst the performance of other deep learning-based Solvers drops sharply due to over-fitting. To demonstrate the principle of our framework, we study the learning outcome of the proposed two-player game and demonstrate that the exploitability of the Solver population decreases during training, and it eventually approximates the Nash equilibrium along with the Generator.