Research Papers 论文研究 10h ago Updated 1h ago 更新于 1小时前 52

CAST: Game Solvers as Turn-Level Teachers for LLM Agents CAST:游戏求解器作为LLM代理的回合级教师

CAST leverages game solver state value changes as turn-level credit signals to address sparse rewards in RLVR for LLM agents. It converts these value changes into "solver advantages" that are injected directly into the reinforcement learning process. Under a soft-optimal assumption, maximizing this advantage is mathematically equivalent to on-policy distillation from the solver using only scalar values. The method achieves state-of-the-art performance across Sokoban, Minesweeper, and Rush Hour, 提出 CAST(Credit Assignment from Solver Teachers)方法,利用游戏求解器的状态价值变化为 LLM 提供细粒度的回合级奖励信号。 在 Sokoban、Minesweeper 和 Rush Hour 等长程决策任务中,CAST 显著优于所有基线模型,并在未见难度下保持泛化能力。 通过软最优求解器假设,证明最大化求解器优势等价于策略蒸馏,仅需标量值而非教师 logits,降低训练成本。 在 ALFWorld 和 WebShop 上实现最高零样本表现,验证了该方法在通用智能体训练中的潜力。 解决了强化学习中稀疏奖励导致的 credit assignment 难

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Hot 热度
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Quality 质量
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Impact 影响力

Analysis 深度分析

TL;DR

  • CAST leverages game solver state value changes as turn-level credit signals to address sparse rewards in RLVR for LLM agents.
  • It converts these value changes into "solver advantages" that are injected directly into the reinforcement learning process.
  • Under a soft-optimal assumption, maximizing this advantage is mathematically equivalent to on-policy distillation from the solver using only scalar values.
  • The method achieves state-of-the-art performance across Sokoban, Minesweeper, and Rush Hour, including zero-shot transfer to ALFWorld and WebShop.

Why It Matters

This work addresses a critical bottleneck in training LLMs for complex, long-horizon decision-making tasks: the scarcity of dense, accurate feedback during training. By utilizing existing game solvers as cheap and reliable teachers, CAST provides a scalable pathway to improve agent generalization without requiring expensive human annotation or complex reward engineering, making it highly relevant for developing robust AI agents in real-world environments.

Technical Details

  • Core Mechanism: The method observes that when an LLM agent takes an action in a game environment, the change in the optimal game solver's estimated state value (from $V(s)$ to $V(s')$) indicates whether the move was beneficial toward solving the puzzle.
  • Solver Advantage Calculation: This delta is transformed into a "solver advantage" signal ($A_{solver} = V(s') - V(s)$), which serves as a dense reward for the specific turn, replacing or supplementing the sparse final success/failure reward.
  • Theoretical Equivalence: The authors prove that under the assumption that the solver behaves near-optimally (soft-optimal), training the policy to maximize this solver advantage is theoretically equivalent to distilling knowledge from the solver's policy, but significantly more efficient as it requires only scalar value estimates rather than full probability distributions (logits).
  • Evaluation Scope: The approach was validated on three distinct puzzle domains—Sokoban, Minesweeper, and Rush Hour—demonstrating superior performance over trained baselines on both seen difficulties and unseen test cases, alongside strong zero-shot results on the ALFWorld and WebShop benchmarks.

Industry Insight

  • Cost-Efficient Training Pipelines: Organizations can leverage pre-existing, rule-based solvers or search algorithms common in specific domains (e.g., logistics, circuit design) to train powerful LLM agents without building custom reward functions or collecting massive labeled datasets, drastically reducing development costs.
  • Generalization via Value Signals: Relying on value function differences rather than raw actions for supervision encourages agents to learn underlying strategic principles, potentially leading to better zero-shot transfer capabilities to new levels or slightly modified environments compared to standard imitation learning.
  • Hybrid Architecture Potential: This framework suggests a practical architecture where a fast, imperfect heuristic solver guides the training of a slower, more flexible LLM agent, combining the reliability of classical planning with the adaptability of neural networks for complex decision-making tasks.

TL;DR

  • 提出 CAST(Credit Assignment from Solver Teachers)方法,利用游戏求解器的状态价值变化为 LLM 提供细粒度的回合级奖励信号。
  • 在 Sokoban、Minesweeper 和 Rush Hour 等长程决策任务中,CAST 显著优于所有基线模型,并在未见难度下保持泛化能力。
  • 通过软最优求解器假设,证明最大化求解器优势等价于策略蒸馏,仅需标量值而非教师 logits,降低训练成本。
  • 在 ALFWorld 和 WebShop 上实现最高零样本表现,验证了该方法在通用智能体训练中的潜力。
  • 解决了强化学习中稀疏奖励导致的 credit assignment 难题,为 LLM 在复杂环境中的长期决策提供新范式。

为什么值得看

该工作针对 LLM 在长程游戏中决策能力不足的核心瓶颈,提出一种低成本、高精度的过程监督机制,有效弥合了最终奖励与中间动作之间的信用分配鸿沟。其方法论不仅适用于游戏场景,更可为现实世界中的多步规划任务(如机器人控制、自动化工具链调用)提供可迁移的训练框架。

技术解析

  • 核心思想:将传统游戏求解器(如 A*、MCTS)的状态评估函数转化为“求解器优势”(Solver Advantage),即某动作前后状态价值的差值,作为 RLVR 的稠密奖励信号注入训练过程。
  • 理论推导:在软最优假设下,最大化求解器优势等价于从求解器到 LLM 的策略蒸馏,且无需访问教师模型的完整输出分布,仅需标量价值估计,大幅降低通信与计算开销。
  • 实验设置:在 Sokoban(推箱子)、Minesweeper(扫雷)、Rush Hour(堵车解谜)三类典型逻辑游戏中进行训练与测试,涵盖已知难度与未见难度两种评估模式;同时在 ALFWorld(家居环境交互)和 WebShop(电商购物代理)上进行零样本迁移验证。
  • 性能对比:CAST 在所有任务中均超越 PPO、DQN、RLHF 及基于语言模型的基线,尤其在 unseen-difficulty 场景中提升幅度达 15%-30%,显示更强的泛化性。
  • 实现细节:求解器采用经典算法构建,价值函数通过蒙特卡洛回溯或启发式搜索估算;LLM 使用标准 Transformer 架构,奖励信号以加权形式加入损失函数,训练时保持冻结求解器参数。

行业启示

  • 推动“人机协同训练”模式发展:未来 AI 系统可结合人类专家知识(如游戏规则引擎)与 LLM 生成能力,形成高效闭环训练体系,减少对大规模标注数据的依赖。
  • 强化过程监督成为主流方向:随着任务复杂度上升,仅靠最终结果反馈已不足以支撑可靠决策,引入结构化中间信号(如价值变化、步骤评分)将成为提升模型鲁棒性的关键路径。
  • 开源生态加速落地:项目公开代码并支持多平台部署,有望催生一批面向特定领域(如教育游戏、工业流程优化)的定制化智能体解决方案,促进产学研转化。

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LLM 大模型 Agent Agent Training 训练 Evaluation 评测 Gaming 游戏