Research map / Multi-agent systems and games / Human-AI and goal-conditioned
CivRealm: A Learning and Reasoning Odyssey in Civilization for Decision-Making Agents
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Introduces CivRealm, a Freeciv-based (Civilization) multi-agent environment with tensor and language APIs, 10 mini-game types, and baseline RL, BaseLang and Mastaba LLM agents for evaluating learning and reasoning.
Problem
Existing interactive environments emphasize learning over reasoning and have static state/action spaces; decision-making agents need a testbed combining learning from experience with reasoning in open-ended, changing, multi-player settings.
Approach
A Civilization-inspired environment built on Freeciv with imperfect information, general-sum play, changing player counts, and dynamic state/action spaces, offering both tensor (RL) and language (LLM) interfaces plus auto-generated mini-games; baselines include an AlphaStar-inspired PPO agent and LLM agents BaseLang (AutoGPT-like) and hierarchical Mastaba.
Key results
- RL agent reaches ~90% success on CityTileWonder, while most minitasks remain hard for the tensor baseline.
- In full games the RL agent mainly optimizes unit production, a myopic strategy, with score improving over 2 million training steps.
- Mastaba outperforms BaseLang in development pace (population, military units, score) and reaches a larger explored and settled area by turn 113 versus BaseLang's turn 210.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use a hierarchical advisor-and-worker structure instead of BaseLang's local-agent structure | Mastaba · CivRealm full game | score | Helped |
| use a hierarchical advisor-and-worker structure instead of BaseLang's local-agent structure | Mastaba · CivRealm full game | explored and settled area: by turn 113; BaseLang's progress by turn 210 | Helped |
| use a hierarchical advisor-and-worker structure instead of BaseLang's local-agent structure | Mastaba · CivRealm full game | survival duration | Mixed |
| train on tasks with immediate rewards and relatively short-term planning | Tensor-based RL · CivRealm mini-games | learning capability | Helped |
| apply tensor-based RL to tasks with sparse, delayed rewards and long-term strategic planning | Tensor-based RL · CivRealm mini-games | ability to identify viable solutions | Hurt |
| prioritize unit production to increase score | Tensor-based RL · CivRealm full game | score | Helped |
Surprising findings
- In the SettlerBuildCity task, the RL method exhibited shortcut learning at the hard level.
- Mastaba's global advisor did not prevent failure to defend against pirate invasions, showing LLM difficulty in prioritizing critical issues.
Limitations
- Both RL and LLM agents struggle to make substantial progress in the full game.
- LLM experiments use only GPT-3.5-turbo and a small evaluation (10 maps, 5 games each).
Experimental setup
Datasets: CivRealm mini-games (procedurally generated)
Benchmarks: CivRealm mini-games CivRealm full game
Metrics: success rate aggregated game score population technologies researched units built/killed explored and settled area
Baselines: BaseLang Mastaba tensor-based RL (AlphaStar-inspired PPO)
Builds on: AlphaStar PPO AutoGPT Freeciv
Closest papers by meaning
- CivBench: A Long-Horizon Benchmark for Tool-Mediated Agents in Civilization VI (NeurIPS 2026 · similarity 0.88)
- BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games (ICLR 2025 · similarity 0.88)
- LLM-PySC2: Starcraft II learning environment for Large Language Models (NeurIPS 2025 · similarity 0.86)
- $\texttt{Multi}^2$: Hierarchical Multi-Agent Decision-Making with LLM-Based Agents in Interactive Environments (ICML 2026 · similarity 0.86)
- GTBench: Uncovering the Strategic Reasoning Capabilities of LLMs via Game-Theoretic Evaluations (NeurIPS 2024 · similarity 0.86)
- Emergent Hierarchical Reasoning in LLMs through Reinforcement Learning (ICLR 2026 · similarity 0.86)
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