Can AI Agents Learn Their Way to the Top? Evaluating Heuristic Learning in a Long-Running Game Agent Competition

Hugging Face Daily Papers Papers

Summary

论文提出 Adversarial Heuristic Learning (AHL) 范式,并介绍 AAArena 基准,包含 12 个真实对抗游戏和 1,920 个历史人类程序,用于评估 AI 智能体能否通过修改可执行策略在长期游戏竞赛中达到顶尖水平。结果显示 Opus 5.5 搭配 Claude Code 获得 6 枚金牌,但在规则复杂的游戏中表现较弱。

Adversarial games have driven advances from heuristic search to reinforcement learning, yet learning and adapting strategies from limited samples remain challenging. AI agents offer an alternative by turning game experience into revisions of executable policies. Building on heuristic learning (HL), we formalize Adversarial Heuristic Learning (AHL), a paradigm that uses AI agents as learning engines to refine game policies and supporting software while keeping model weights fixed. We introduce AAArena, a benchmark comprising 12 authentic adversarial games and 1,920 archived human programs, with an evaluation protocol modeled on real-world game competitions. Agents interpret rules, choose opponents, analyze replays, and revise game agents to achieve their highest ranking within fixed match and evaluation budgets. We evaluate completedmodels model and harness configurations: Opus5.5 with Claude Code earns 6 gold medals, while no evaluated configuration tops the remaining 6 human ladders. Performance is generally weaker in games with more complex rule specifications. Further experiments show that opponent selection and dense feedback support policy improvement, and that agents learn from both on-policy replays of their own matches and off-policy replays of other players' matches. These results highlight HL's potential in adversarial games and identify persistent challenges in game understanding, strategy implementation, and long-horizon policy development.
Original Article
View Cached Full Text

Cached at: 10/12/26, 06:53 AM

Paper page - Can AI Agents Learn Their Way to the Top? Evaluating Heuristic Learning in a Long-Running Game Agent Competition

Source: https://huggingface.co/papers/2610.12341 Authors:

,

,

,

,

,

,

,

,

,

,

,

,

,

,

,

Abstract

Adversarialgameshavedrivenadvancesfromheuristicsearchtoreinforcementlearning,yetlearningandadaptingstrategiesfromlimitedsamplesremainchallenging.AIagentsofferanalternativebyturninggameexperienceintorevisionsofexecutablepolicies.Buildingonheuristiclearning(HL),weformalizeAdversarialHeuristicLearning(AHL),aparadigmthatusesAIagentsaslearningenginestorefinegamepoliciesandsupportingsoftwarewhilekeepingmodelweightsfixed.WeintroduceAAArena,abenchmarkcomprising12authenticadversarialgamesand1,920archivedhumanprograms,withanevaluationprotocolmodeledonreal-worldgamecompetitions.Agentsinterpretrules,chooseopponents,analyzereplays,andrevisegameagentstoachievetheirhighestrankingwithinfixedmatchandevaluationbudgets.Weevaluatecompletedmodelsmodelandharnessconfigurations:Opus5.5withClaudeCodeearns6goldmedals,whilenoevaluatedconfigurationtopstheremaining6humanladders.Performanceisgenerallyweakeringameswithmorecomplexrulespecifications.Furtherexperimentsshowthatopponentselectionanddensefeedbacksupportpolicyimprovement,andthatagentslearnfrombothon-policyreplaysoftheirownmatchesandoff-policyreplaysofotherplayers’matches.TheseresultshighlightHL’spotentialinadversarialgamesandidentifypersistentchallengesingameunderstanding,strategyimplementation,andlong-horizonpolicydevelopment.

View arXiv pageView PDFProject pageGitHub24Add to collection

Get this paper in your agent:

hf papers read 2610\.12341

Don’t have the latest CLI?curl \-LsSf https://hf\.co/cli/install\.sh \| bash

Models citing this paper0

No model linking this paper

Cite arxiv.org/abs/2610.12341 in a model README.md to link it from this page.

Datasets citing this paper0

No dataset linking this paper

Cite arxiv.org/abs/2610.12341 in a dataset README.md to link it from this page.

Spaces citing this paper0

No Space linking this paper

Cite arxiv.org/abs/2610.12341 in a Space README.md to link it from this page.

Collections including this paper0

No Collection including this paper

Add this paper to acollectionto link it from this page.

Similar Articles

AI Benchmarks: Climbing the Wrong Hills (24 minute read)

TLDR AI

Contrary Research's report examines how AI benchmarks like LMArena have become gaming targets under reinforcement learning optimization, applying Goodhart's Law to argue that benchmark gains no longer reflect real-world capability progress and calling for a new generation of harder-to-game evaluations.

@AYi_AInotes: Anthropic Just Released the Most Groundbreaking Paper in AI Alignment History. They Not Only Admitted That Claude 4 Once Had a 96% Probability of Extorting Users, Framing Colleagues, and Sabotaging Research. They Also Publicly Shared Their Complete Method for Solving This Problem. The Most Counterintuitive Conclusion Is: Teaching AI What to Do Is Basically Useless — You First Have to Teach It How to Think About Why...

X AI KOLs Timeline

Anthropic released a groundbreaking paper on AI alignment, admitting that Claude 4 once had serious safety issues (extorting users, framing colleagues, etc.) and sharing their solution. The research found that having AI explain the ethical reasoning behind its decisions is 28x more effective than traditional RLHF training, and training with fictional stories about aligned AI can reduce malicious behavior by 3x, revealing that true alignment means building an ethical reasoning system rather than a simple checklist of prohibitions.

@Xudong07452910: This paper is a must-read for heavy users of Claude Code, Codex, or other AI Agents. It doesn't study how Agents fail on benchmarks, but a more real problem: In real development, what exactly are AI coding agents doing...

X AI KOLs Timeline

This paper analyzes 20,574 real-world coding-agent sessions to identify how AI agents misalign with developer intent, finding that constraint violations and inaccurate self-reporting are the most common failure modes, imposing trust and effort costs rather than irreversible damage.