AIFeb 16, 2025Code
Hierarchical Expert Prompt for Large-Language-Model: An Approach Defeat Elite AI in TextStarCraft II for the First TimeZongyuan Li, Chang Lu, Xiaojie Xu et al.
Since the emergence of the Large Language Model (LLM), LLM has been widely used in fields such as writing, translating, and searching. However, there is still great potential for LLM-based methods in handling complex tasks such as decision-making in the StarCraft II environment. To address problems such as lack of relevant knowledge and poor control over subtasks of varying importance, we propose a Hierarchical Expert Prompt (HEP) for LLM. Our method improves the understanding of game situations through expert-level tactical knowledge, improving the processing quality of tasks of varying importance through a hierarchical framework. Our approach defeated the highest level (Elite) standard built-in agent in TextStarCraft II for the first time and consistently outperformed the baseline method in other difficulties. Our experiments suggest that the proposed method is a practical solution for tackling complex decision-making challenges. The replay video can be viewed on https://www.bilibili.com/video/BV1uz42187EF and https://youtu.be/dO3PshWLV5M, and our codes have been open-sourced on https://github.com/luchang1113/HEP-LLM-play-StarCraftII.
LGNov 27, 2025Code
LLM-Cave: A benchmark and light environment for large language models reasoning and decision-making systemHuanyu Li, Zongyuan Li, Wei Huang et al.
Large language models (LLMs) such as ChatGPT o1, ChatGPT o3, and DeepSeek R1 have shown great potential in solving difficult problems. However, current LLM evaluation benchmarks are limited to one-step interactions. Some of the existing sequence decision-making environments, such as TextStarCraftII and LLM-PySC2, are too complicated and require hours of interaction to complete a game. In this paper, we introduce LLM-Cave, a benchmark and light environment for LLM reasoning and decision-making systems. This environment is a classic instance in the era of Symbolism. Artificial intelligence enables the agent to explore the environment and avoid potential losses by reasoning about nearby dangers using partial observable state information. In the experiment, we evaluated the sequential reasoning ability, decision-making performance and computational efficiency of mainstream large language models (LLMs) such as GPT-4o-mini, o1-mini, and DeepSeek-R1. Experiments show that while Deepseek-R1 achieved the highest success rate on complex reasoning tasks, smaller models like 4o-mini significantly narrowed the performance gap on challenges by employing Chain of Speculation and Planner-Critic strategies, at the expense of reduced computational efficiency. This indicates that structured, multi-step reasoning combined with an LLM-based feedback mechanism can substantially enhance an LLM's decision-making capabilities, providing a promising direction for improving reasoning in weaker models and suggesting a new reasoning-centered benchmark for LLM assessment. Our code is open-sourced in https://github.com/puleya1277/CaveEnv.
AINov 8, 2024
LLM-PySC2: Starcraft II learning environment for Large Language ModelsZongyuan Li, Yanan Ni, Runnan Qi et al.
The tremendous potential has been demonstrated by large language models (LLMs) in intelligent decision-making problems, with unprecedented capabilities shown across diverse applications ranging from gaming AI systems to complex strategic planning frameworks. However, the StarCraft II platform, which has been widely adopted for validating decision-making algorithms in the past decade, has not yet provided substantial support for this emerging domain. To address issues that LLMs cannot interface with the hundreds of actions of the pysc2 backend and the lack of native support for multi-agent (MA) collaboration, we propose the LLM-PySC2 environment. This is the first environment that offers LLMs the complete pysc2 action space with sufficient multi-modal information and game Wiki knowledge. With an asynchronous query architecture, the environment efficiently interacts with LLMs that maintain a constant latency regardless of the scale of the agents' population. In the experiments, we evaluated LLMs' decision-making performance in both the macro-decision and micro-operation scenarios, with traditional StarCraft II Multi-Agent Challenge (SMAC) tasks and a series of new proposed. Results indicate that LLMs possess the potential to achieve victories in complex scenarios but cannot constantly generate correct decisions, especially in the recovered pysc2 action space and MA settings. Without task-relevant instructions, the pre-trained models suffer from issues such as hallucinations and inefficient collaboration. Our findings suggest that StarCraft II still challenges in the era of large models, revealing that there is a lot to do to develop an advanced LLM decision-making system, and the proposed LLM-PySC2 environment will support future development of LLM-based decision-making solutions.
AIOct 21, 2025
Memory-Augmented State Machine Prompting: A Novel LLM Agent Framework for Real-Time Strategy GamesRunnan Qi, Yanan Ni, Lumin Jiang et al.
This paper proposes Memory-Augmented State Machine Prompting (MASMP), a novel framework for LLM agents in real-time strategy games. Addressing key challenges like hallucinations and fragmented decision-making in existing approaches, MASMP integrates state machine prompting with memory mechanisms to unify structured actions with long-term tactical coherence. The framework features: (1) a natural language-driven state machine architecture that guides LLMs to emulate finite state machines and behavior trees through prompts, and (2) a lightweight memory module preserving strategic variables (e.g., tactics, priority units) across decision cycles. Experiments in StarCraft II demonstrate MASMP's 60% win rate against the hardest built-in AI (Lv7), vastly outperforming baselines (0%). Case studies reveal the method retains LLMs' semantic comprehension while resolving the "Knowing-Doing Gap" through strict state-action mapping, achieving both interpretability and FSM-like reliability. This work establishes a new paradigm for combining neural and symbolic AI in complex decision-making.
IROct 14, 2025
SMILE: SeMantic Ids Enhanced CoLd Item Representation for Click-through Rate Prediction in E-commerce SEarchQihang Zhao, Zhongbo Sun, Xiaoyang Zheng et al.
With the rise of modern search and recommendation platforms, insufficient collaborative information of cold-start items exacerbates the Matthew effect of existing platform items, challenging platform diversity and becoming a longstanding issue. Existing methods align items' side content with collaborative information to transfer collaborative signals from high-popularity items to cold-start items. However, these methods fail to account for the asymmetry between collaboration and content, nor the fine-grained differences among items. To address these issues, we propose SMILE, an item representation enhancement approach based on fused alignment of semantic IDs. Specifically, we use RQ-OPQ encoding to quantize item content and collaborative information, followed by a two-step alignment: RQ encoding transfers shared collaborative signals across items, while OPQ encoding learns differentiated information of items. Comprehensive offline experiments on large-scale industrial datasets demonstrate superiority of SMILE, and rigorous online A/B tests confirm statistically significant improvements: item CTR +1.66%, buyers +1.57%, and order volume +2.17%.
AIMay 2, 2025
Retrieval Augmented Learning: A Retrial-based Large Language Model Self-Supervised Learning and Autonomous Knowledge GenerationZongyuan Li, Pengfei Li, Runnan Qi et al.
The lack of domain-specific data in the pre-training of Large Language Models (LLMs) severely limits LLM-based decision systems in specialized applications, while post-training a model in the scenarios requires significant computational resources. In this paper, we present Retrial-Augmented Learning (RAL), a reward-free self-supervised learning framework for LLMs that operates without model training. By developing Retrieval-Augmented Generation (RAG) into a module for organizing intermediate data, we realized a three-stage autonomous knowledge generation of proposing a hypothesis, validating the hypothesis, and generating the knowledge. The method is evaluated in the LLM-PySC2 environment, a representative decision-making platform that combines sufficient complexity with domain-specific knowledge requirements. Experiments demonstrate that the proposed method effectively reduces hallucination by generating and utilizing validated knowledge, and increases decision-making performance at an extremely low cost. Meanwhile, the approach exhibits potential in out-of-distribution(OOD) tasks, robustness, and transferability, making it a cost-friendly but effective solution for decision-making problems and autonomous knowledge generation.
AIFeb 19, 2025
Reflection of Episodes: Learning to Play Game from Expert and Self ExperiencesXiaojie Xu, Zongyuan Li, Chang Lu et al.
StarCraft II is a complex and dynamic real-time strategy (RTS) game environment, which is very suitable for artificial intelligence and reinforcement learning research. To address the problem of Large Language Model(LLM) learning in complex environments through self-reflection, we propose a Reflection of Episodes(ROE) framework based on expert experience and self-experience. This framework first obtains key information in the game through a keyframe selection method, then makes decisions based on expert experience and self-experience. After a game is completed, it reflects on the previous experience to obtain new self-experience. Finally, in the experiment, our method beat the robot under the Very Hard difficulty in TextStarCraft II. We analyze the data of the LLM in the process of the game in detail, verified its effectiveness.
LGNov 13, 2020
Critic PI2: Master Continuous Planning via Policy Improvement with Path Integrals and Deep Actor-Critic Reinforcement LearningJiajun Fan, He Ba, Xian Guo et al.
Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods from AlphaGo to Muzero have enjoyed huge success in discrete domains, such as chess and Go. Unfortunately, in real-world applications like robot control and inverted pendulum, whose action space is normally continuous, those tree-based planning techniques will be struggling. To address those limitations, in this paper, we present a novel model-based reinforcement learning frameworks called Critic PI2, which combines the benefits from trajectory optimization, deep actor-critic learning, and model-based reinforcement learning. Our method is evaluated for inverted pendulum models with applicability to many continuous control systems. Extensive experiments demonstrate that Critic PI2 achieved a new state of the art in a range of challenging continuous domains. Furthermore, we show that planning with a critic significantly increases the sample efficiency and real-time performance. Our work opens a new direction toward learning the components of a model-based planning system and how to use them.