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Strategist: Self-improvement of LLM Decision Making via Bi-Level Tree Search

ICLR 2025 · Multi-agent systems and games › LLM agents · approach: Agent data synthesis and behavior studies · 0 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use Strategist instead of the human playerAvalon agents · Avalon vs humanwin rate: 0.367 -> 0.333No clear effect
Use idea-queue-guided strategy improvement instead of BFS with thoughtLLM strategy improvement · GOPSpoint difference: -0.48 ± 0.375 -> 1.5 ± 0.99Helped
Use idea-queue-guided strategy improvement instead of BFS with thoughtLLM strategy improvement · Avalonwin rate: 0.55 ± 0.065 -> 0.59 ± 0.11Helped
Use idea-queue-guided strategy improvement instead of the strongest listed baselineLLM strategy improvement · Merlin dialogue guideimprovement score: 0.62 ± 0.13 -> 0.88 ± 0.063Helped
Use idea-queue-guided strategy improvement instead of BFS with thoughtLLM strategy improvement · Assassin dialogue guideimprovement score: 1.89 ± 0.063 -> 1.98 ± 0.042Helped
Use Strategist instead of AlphaGoGOPS agents · GOPS vs AlphaGopoint difference: -0.39 ± 0.22 -> 0.33 ± 0.38Helped
Use Strategist instead of DeepRoleGOPS agents · GOPS vs DeepRolepoint difference: -0.56 ± 0.18 -> 1.14 ± 0.09Helped
Use Strategist instead of AlphaGoAvalon agents · Avalon vs AlphaGowin rate: 0.30 ± 0.03 -> 0.38 ± 0.04Helped
Use Strategist instead of DeepRoleAvalon agents · Avalon vs DeepRolewin rate: 0.33 ± 0.04 -> 0.44 ± 0.02Helped
Use population-based self-play instead of fixed-opponent feedbackStrategist feedback collection · GOPSpoint difference: 0.089 ± 0.86 -> 0.87 ± 1.5Helped
Use population-based self-play instead of fixed-opponent feedbackStrategist feedback collection · Avalonwin rate: 0.62 ± 0.13 -> 0.88 ± 0.06Helped
Use Strategist instead of ReActAvalon agents · Avalon vs ReActwin rate: 47.5 ± 2.5 -> 52.5 ± 2.5Helped

Surprising findings

Limitations

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

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