Aug 2026· 2026 12th International Conference on Big Data and Information Analytics (BigDIA)· pp. 266-273· 0 citations· 21 references
Abstract
While large language models (LLMs) have made notable progress in strategy generation and task planning, they still struggle to promptly detect tactical imbalances and revise strategies dynamically in complex multi-agent environments such as StarCraft II. To address this, we propose Reflection-Augmented Strategy Generation via In-Game Triggering (RASG-IT), which monitors abrupt drops in unit hit points (HP) to trigger structured reflection. The reflection results are injected into the current decision prompt to guide LLMs in dynamically refining strategies. We evaluate RASG-IT on the StarCraft II Learning Environment for Large Language Models (LLM-PySC2), focusing on the 2s3z and 3s5z scenarios from the Star-Craft Multi-Agent Challenge (SMAC) benchmark. Compared with the LLM-PySC2 baseline method that does not incorporate in-game triggered reflection, RASG-IT raises DeepSeek-V3’s win rate on the 2s3z task from 0% to 35%, and improves its kill-to-death (K/D) ratio from 0.55 to 0.82. On the more challenging 3s5z scenario, it also increases the win rate from 0% to 5%. These results indicate that RASG-IT significantly enhances the effectiveness and interpretability of strategy generation, offering a promising solution for highly dynamic and complex control tasks.
It is suggested that imitating full trajectories helps with playability, while turn-level and teacher-guided training usually improve decision-making and increase the overall score, and small models are performant simply by using careful curation strategies rather than aggressive changes.
Large language models can interpret user requests plausibly yet fail to produce actions that satisfy structural constraints. We study this problem in Dungeons & Dragons (D&D) combat, where player intent must be grounded in the current game state and translated into well-formed commands for Avrae, a Discord-based D&D au...
Ez Zwall, Kedong Chen, Yalun Zhou et al.· Proceedings of the 26th ACM...· 0 citations
Through PlayTrain, an RL framework that combines the abilities of large language models to robustly generate JavaScript games from a minimal human prompt, and an efficient pipeline that can run any JS game in a standard'gym'environment, this work reimagine RL VGE development.
R. Truong, Lance Ying, Samuel Gershman et al.· 0 citations
Real-time strategy (RTS) games require agents to coordinate economic development, production and construction, base defense, unit organization, and attack timing over long matches. Existing studies have applied large language models to command decision-making in RTS games, enabling agents to read textual game states an...
Xin-He Tian, Xiao-Yue Zhang, Zi-You Zhang et al.· 0 citations
Tool-using large language model (LLM) agents are vulnerable to indirect prompt injection (IPI), in which malicious instructions embedded in external observations manipulate subsequent agent decisions and actions. Most existing adaptive attacks rely on repeatedly querying and refining against the target agent, whereas r...
Sihan Hou, Xin-Meng Hou, Zhi-Jun Zhang et al.· 0 citations
The results suggest that broad SFT brings most of the model's capability improvement; turn-local supervision can be effective when failure detection is precise, with observed transfer concentrated primarily within-family.
Nan Li· 0 citations
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