Ryan Lay

h-index2
2papers

2 Papers

AIDec 21, 2025Code
Vox Deorum: A Hybrid LLM Architecture for 4X / Grand Strategy Game AI -- Lessons from Civilization V

John Chen, Sihan Cheng, Can Gurkan et al.

Large Language Models' capacity to reason in natural language makes them uniquely promising for 4X and grand strategy games, enabling more natural human-AI gameplay interactions such as collaboration and negotiation. However, these games present unique challenges due to their complexity and long-horizon nature, while latency and cost factors may hinder LLMs' real-world deployment. Working on a classic 4X strategy game, Sid Meier's Civilization V with the Vox Populi mod, we introduce Vox Deorum, a hybrid LLM+X architecture. Our layered technical design empowers LLMs to handle macro-strategic reasoning, delegating tactical execution to subsystems (e.g., algorithmic AI or reinforcement learning AI in the future). We validate our approach through 2,327 complete games, comparing two open-source LLMs with a simple prompt against Vox Populi's enhanced AI. Results show that LLMs achieve competitive end-to-end gameplay while exhibiting play styles that diverge substantially from algorithmic AI and from each other. Our work establishes a viable architecture for integrating LLMs in commercial 4X games, opening new opportunities for game design and agentic AI research.

38.9AIMay 17
Prediction of Challenging Behaviors Associated with Profound Autism in a Classroom Setting Using Wearable Sensors

Yadhu Kartha, Conor Anderson, Jenny Foster et al.

Autism Spectrum Disorder (ASD) is characterized by challenges with social interaction and communication and by restricted or repetitive patterns of thought and behavior, with significant variability in presentation. Approximately a quarter of children with ASD are classified as having profound autism, who often exhibit challenging behaviors, such as self-injurious behavior, aggression, elopement, or pica, that pose serious safety risks and disrupt learning in educational settings. Prior work has applied wearable sensors and machine learning to detect challenging behaviors, but has been largely confined to controlled laboratory environments. This work demonstrates that predicting challenging behavior episodes is feasible in a real-world special education classroom. We collected approximately 110.7 hours of labeled multimodal wearable data comprising accelerometry, electrodermal activity (EDA), and skin temperature from 9 children and young adults aged 10 to 21 years across standard classroom sessions. We fine-tuned state-of-the-art foundation models for multimodal wearable time-series analysis and show that challenging behavior episodes can be predicted up to 10 minutes in advance with an AUC-ROC of 0.78. These results establish a concrete foundation for developing proactive in-class intervention systems that enable teachers to minimize the safety risks of challenging behaviors in special education classrooms