arXiv:2606.29932cs.AI2026-06

SAGA让大模型在策略游戏中能看懂地图、分域规划、持续改进,显著提升长期决策能力。

SAGA: Scene-Aware, Goal-Evolving Agents for Long-Horizon Strategy Game Planning

论文配图:SAGA: Scene-Aware, Goal-Evolving Agents for Long-Horizon Strategy Game Planning
图 1 · 摘自论文原文
  • 用场景图解析坐标,让模型理解实体间距离方向与威胁关系
  • 分域独立规划并减少输入量,使长期战略不被紧急事件干扰
  • 通过短期目标和跨局学习实现自我进化,适合长周期策略研究

文明类战略游戏提出独特的长周期规划挑战:代理需在技术、政府、外交、城市发展、扩张和军事六个领域间分配共享资源,在部分可观测下仅靠延迟的最终得分获得反馈。当前大模型代理存在三方面不足:1)无法从原始坐标推断空间关系;2)因将全部状态塞入单一提示导致注意力分散,决策偏向紧急事件;3)延迟评分无法提供游戏内或跨游戏的优化信号。我们提出SAGA,一种多智能体框架,针对每项缺陷设计对应机制:(i) 地图语义场景图将坐标转化为实体间的距离、方向与威胁陈述;(ii) 工具增强规划器仅提取决策所需状态,输入规模降低一个数量级,并为六类领域分别生成计划,交由专用控制器执行,避免紧急事件影响长期规划;(iii) 双时间尺度反馈环在游戏过程中设定短期目标,并将每局结果提炼为下一局的学习经验。在CivRealm基准上,SAGA平均得分超越五种大模型基线,是唯一在城市发展指标上显著领先的方法,输出令牌数减少27%;经过五局跨局学习后得分最高,第五局表现稳定优于首局,覆盖四张地图。

原文摘要 · Abstract (English)

Grand-strategy games such as Civilization pose a distinctive long-horizon planning problem: an agent must divide one shared resource pool among six competing domains -- technology, government, diplomacy, city development, expansion, and military -- under partial observability, with no feedback except a delayed final score. Current LLM agents fall short in three ways: 1) they cannot infer spatial relations from raw coordinates; 2) they allocate resources poorly, because feeding the entire growing state into one prompt and planning all domains in a single output diffuses attention and biases decisions toward urgent events; and 3) they cannot improve, as the delayed score gives no signal within or across games. We present SAGA, an LLM multi-agent framework pairing one mechanism with each weakness: (i) a Map-Semantic Scene Graph turning coordinates into per-entity statements of distance, direction, and threat; (ii) a Tool-Augmented Planner that retrieves only the state a decision needs, cutting the order of magnitude of its input, and issues a separate plan per domain to six specialist controllers, so urgent events do not derail long-term plans; and (iii) a Dual-Horizon Feedback Loop setting short-term goals during play and distilling each game into lessons for the next. On CivRealm, a Civilization-style benchmark, SAGA leads five LLM baselines on mean final score and is the only method significantly ahead of all of them on city development, the first investment baselines sacrifice, with 27% fewer output tokens; with cross-game learning it scores highest after five games, and its fifth game consistently surpasses its first across four maps. Our code is available at https://github.com/Kazecloudk/SAGA-Scene-Aware-Goal-Evolving-Agents-for-Long-Horizon-Strategy-Game-Planning.

策略游戏多智能体长周期规划大模型

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