LLM-Guided Reinforcement Learning for Adaptive NPC Behavior in Multi-Agent Combat Games
Mirrored from arXiv — Machine Learning for archival readability. Support the source by reading on the original site.
Computer Science > Multiagent Systems
Title:LLM-Guided Reinforcement Learning for Adaptive NPC Behavior in Multi-Agent Combat Games
Abstract:Scripted and rule-based non-player characters (NPCs) in combat video games often exhibit predictable behaviors that experienced players can exploit, while reinforcement learning (RL) agents typically retain a fixed policy after training and cannot readily adapt their strategy to different opponents. We investigate a runtime strategy-selection framework in which a large language model (LLM) guides a trained RL policy without modifying its underlying behavior. To demonstrate this, we train five NPC agents with a shared PPO policy in Unity and compare a baseline configuration, in which the policy acts independently, with an LLM-augmented configuration in which a locally hosted Mistral 7B model, accessed through Ollama, reads the live game state every five seconds and assigns one of four tactical tags. We evaluate both configurations against three scripted opponent types across 600 episodes and analyze outcomes using the Mann-Whitney U test. Against a Balanced opponent that changes tactics during an episode, the LLM-augmented agents more than doubled their win rate from 11% to 24% and produced significantly longer episodes. Against an Evasive opponent, the augmented agents achieved a higher win rate and faster kills, although their shorter episode duration did not satisfy the strict hypothesis definition. Against an Aggressive opponent, the LLM's near-constant preference for encirclement was counterproductive. Analysis of 2,430 strategy selections showed that Surround was selected in 83.8% of cases regardless of opponent type, indicating limited zero-shot strategic differentiation at this model scale. These results demonstrate both the potential and limitations of LLM-guided runtime strategy selection for adaptive multi-agent game AI.
| Comments: | 14 pages, 9 figures |
| Subjects: | Multiagent Systems (cs.MA); Machine Learning (cs.LG) |
| Cite as: | arXiv:2609.02931 [cs.MA] |
| (or arXiv:2609.02931v1 [cs.MA] for this version) | |
| https://doi.org/10.48550/arXiv.2609.02931
arXiv-issued DOI via DataCite (pending registration)
|
Submission history
From: Hrithika Deepu Nair [view email][v1] Thu, 27 Aug 2026 07:17:58 UTC (2,656 KB)
Access Paper:
- View PDF
- HTML (experimental)
- TeX Source
References & Citations
Bibliographic and Citation Tools
Code, Data and Media Associated with this Article
Demos
Recommenders and Search Tools
arXivLabs: experimental projects with community collaborators
arXivLabs is a framework that allows collaborators to develop and share new arXiv features directly on our website.
Both individuals and organizations that work with arXivLabs have embraced and accepted our values of openness, community, excellence, and user data privacy. arXiv is committed to these values and only works with partners that adhere to them.
Have an idea for a project that will add value for arXiv's community? Learn more about arXivLabs.
More from arXiv — Machine Learning
-
Algebraic Integer Quantization for Machine Learning Applications
Oct 12
-
CircuitTree: Composing Circuits into A Syllable Transcriber
Oct 12
-
Behind-the-Meter Photovoltaic Visibility from Net Smart Meters: Deployment Regimes and Operational Insights
Oct 12
-
GlucoPRISM: Protocol-Supervised Pretraining for Cross-Cohort Glucose Transfer
Oct 12
Discussion (0)
Sign in to join the discussion. Free account, 30 seconds — email code or GitHub.
Sign in →No comments yet. Sign in and be the first to say something.