Research map / Multi-agent systems and games / LLM agents
Strategist: Self-improvement of LLM Decision Making via Bi-Level Tree Search
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Proposes STRATEGIST, a bi-level framework where an LLM evolves high-level strategies (as Python value heuristics or dialogue guides) via population-based self-play, refined at low level by MCTS, and evaluated on GOPS and The Resistance: Avalon.
Problem
LLM agents struggle to learn effective policies in adversarial, multi-agent, partial-information games requiring long-horizon planning, and data- or training-heavy RL is costly.
Approach
Use an LLM to generate and revise high-level strategies (value heuristics as code, or chain-of-thought dialogue guides) organized in a strategy tree with an idea queue sampled by UCB, scored by population-based self-play with MCTS refinement at inference time, requiring no training data or gradient updates.
Key results
- On GOPS, STRATEGIST's value heuristic reached 1.5 points average advantage versus -0.47 to 0.092 for line search, greedy search and BFS baselines (Table 2).
- Against AlphaGo-style RL with a similar number of self-play episodes, STRATEGIST achieved 0.38 Avalon win rate vs 0.30 for AlphaGo, and 1.14 vs -0.56 point difference vs DeepRole on GOPS.
- In six-player Avalon vs ten human participants, STRATEGIST achieved a 0.333 win rate compared with 0.367 for humans.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Strategist instead of the human player | Avalon agents · Avalon vs human | win rate: 0.367 -> 0.333 | No clear effect |
| Use idea-queue-guided strategy improvement instead of BFS with thought | LLM strategy improvement · GOPS | point difference: -0.48 ± 0.375 -> 1.5 ± 0.99 | Helped |
| Use idea-queue-guided strategy improvement instead of BFS with thought | LLM strategy improvement · Avalon | win rate: 0.55 ± 0.065 -> 0.59 ± 0.11 | Helped |
| Use idea-queue-guided strategy improvement instead of the strongest listed baseline | LLM strategy improvement · Merlin dialogue guide | improvement score: 0.62 ± 0.13 -> 0.88 ± 0.063 | Helped |
| Use idea-queue-guided strategy improvement instead of BFS with thought | LLM strategy improvement · Assassin dialogue guide | improvement score: 1.89 ± 0.063 -> 1.98 ± 0.042 | Helped |
| Use Strategist instead of AlphaGo | GOPS agents · GOPS vs AlphaGo | point difference: -0.39 ± 0.22 -> 0.33 ± 0.38 | Helped |
| Use Strategist instead of DeepRole | GOPS agents · GOPS vs DeepRole | point difference: -0.56 ± 0.18 -> 1.14 ± 0.09 | Helped |
| Use Strategist instead of AlphaGo | Avalon agents · Avalon vs AlphaGo | win rate: 0.30 ± 0.03 -> 0.38 ± 0.04 | Helped |
| Use Strategist instead of DeepRole | Avalon agents · Avalon vs DeepRole | win rate: 0.33 ± 0.04 -> 0.44 ± 0.02 | Helped |
| Use population-based self-play instead of fixed-opponent feedback | Strategist feedback collection · GOPS | point difference: 0.089 ± 0.86 -> 0.87 ± 1.5 | Helped |
| Use population-based self-play instead of fixed-opponent feedback | Strategist feedback collection · Avalon | win rate: 0.62 ± 0.13 -> 0.88 ± 0.06 | Helped |
| Use Strategist instead of ReAct | Avalon agents · Avalon vs ReAct | win rate: 47.5 ± 2.5 -> 52.5 ± 2.5 | Helped |
Surprising findings
- STRATEGIST uses only about 100 transition steps for training versus roughly 3,840 for RL baselines on GOPS, while outperforming them.
- Against ReCon, STRATEGIST's learned strategies were roughly comparable in performance, with win rates of 61.1 vs 38.9 reported in the table.
Limitations
- High variance across runs due to noisy multi-agent feedback that grows with player count.
- Only tested on adversarial multi-agent games; not evaluated on question answering or non-adversarial settings.
- Avalon improvement requires separate optimization of dialogue and move components before integration.
Experimental setup
Datasets: GOPS self-play simulations Avalon self-play simulations
Benchmarks: GOPS The Resistance: Avalon
Metrics: point difference win rate
Baselines: AlphaGo DeepRole ReAct ReCon Line search Greedy search Best first search LLM-critic
Builds on: AlphaGo MuZero DeepRole ReAct ReCon
Closest papers by meaning
- Strat-Reasoner: Reinforcing Strategic Reasoning of LLMs in Multi-Agent Games (ICML 2026 · similarity 0.89)
- Monte Carlo Planning with Large Language Model for Text-Based Game Agents (ICLR 2025 · similarity 0.89)
- TowerMind: A Tower Defence Game Learning Environment and Benchmark for LLM as Agents (AAAI 2026 · similarity 0.88)
- MARSHAL: Incentivizing Multi-Agent Reasoning via Self-Play with Strategic LLMs (ICLR 2026 · similarity 0.88)
- Expanding LLM Agent Boundaries with Strategy-Guided Exploration (NeurIPS 2026 · similarity 0.88)
- StraTA: Incentivizing Agentic Reinforcement Learning with Strategic Trajectory Abstraction (NeurIPS 2026 · similarity 0.87)
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