cs.LGFeb 5, 2026

RuleSmith: Multi-Agent LLMs for Automated Game Balancing

Authors: Ziyao Zeng, Hao Wang, Chen Liu, Youheng Yao, Jingcheng Ni, Tianyu Liu, Xiatao Sun, Fengyu Yang, 

Organizations: Yale University, New Haven, CT, USA · Texas A&M University, College Station, TX, USA

Abstract

Game balancing is a longstanding challenge requiring repeated playtesting, expert intuition, and extensive manual tuning. We introduce RuleSmith, a framework that couples multi-agent LLM self-play with surrogate-based optimization over a parameterized rule space. As a proof of concept, we build CivMini, a simplified civilization-style game with two asymmetric factions governed by 12 tunable parameters. LLM agents interpret textual rulebooks and game states to propose actions that are validated by the game engine, yielding noisy estimates of faction win rates. Our primary implementation uses Gaussian-process Bayesian optimization with Expected-Improvement-based adaptive sampling to allocate more evaluation games to promising candidates. RuleSmith consistently finds near-balanced configurations: three independent optimization runs reach near-even empirical win rates in independent 200- and 300-game evaluations, and additional experiments with NTBEA and TPE show that the same self-play interface supports different search components. Cross-model evaluations and small human studies provide preliminary evidence of transfer across player populations. RuleSmith produces interpretable numerical rule adjustments without task-specific policy training. Project and code: https://adonis-galaxy.github.io/RuleSmith-website/

Figures & tables

Appendix figures & tables20 assets

Supplementary material from the paper’s appendix.

Appendix

Explore similar work

Apr 9, 2026

CivBench: Progress-Based Evaluation for LLMs' Strategic Decision-Making in Civilization V

Evaluating strategic decision-making in LLM-based agents requires generative, competitive, and longitudinal environments, yet few benchmarks provide all three, and fewer still offer evaluation signals rich enough for long-horizon, multi-agent play. We introduce CivBench, a benchmark for LLM strategists (a model under an agentic setup) in multiplayer Civilization V. Because terminal win/loss is too sparse a signal in games spanning hundreds of turns and multiple opponents, CivBench trains estimators of a state-value function, the probability that a player eventually wins given the game state. cross 307 games with 7 LLMs and multiple CivBench agent conditions, we demonstrate CivBench's potential to estimate strategic capabilities in Civilization V as an unsaturated benchmark, reveal model-specific effects of agentic setup, and outline distinct strategic profiles not visible through outcome-only evaluation.
Oct 24, 2026

Build, Don't Play: Self-Improving LLM Research Agents Develop a Hearthstone Battlegrounds AI That Rivals Top Players

Can LLM agents carry a hard real-world problem from raw data to a system that holds its own against people? We study this in Hearthstone Battlegrounds, an eight-player auto-battler with stochastic shops and battles, hidden information and nearly a thousand interacting cards. We present AutoTavern, a self-improving research system: specialised LLM research agents share a typed research memory, every claim passes verification gates, and live games close the loop, so the agents improve the simulator, opponents and policy and, from the same feedback, their own research process; a human sets goals and rules on ambiguous mechanics. In 20 days AutoTavern built TavernGym, the first faithful, full-content reproduction of the live game, and delivered 23 versions of TavernAgent, trained with PPO against opponents calibrated to real games. TavernAgent plays complete games on the live ladder by itself: its rating rose from 6,000 to about 15,000 and, on the public leaderboard's measure, its last 20 records average a placement of 1.60 with 80% first places, better than the server's ten highest-rated players on every statistic (2.34, 59%). TavernBench, 960 tasks in 40 scenarios, shows that the system the agents built is the strongest player: TavernAgent answers 91% of the play tasks against at most 63% for frontier LLMs, and decides in 0.03 s where they need up to 26 s; within the second a live turn allows, it keeps 90% and no LLM more than 26%. LLM agents build far better than they play. We will open-source TavernBench and TavernGym at https://github.com/MCG-NJU/AutoTavern.
Mar 24, 2026

Minibal: Balanced Game-Playing Without Opponent Modeling

Recent advances in game AI, such as AlphaZero and Athénan, have achieved superhuman performance across a wide range of board games. While highly powerful, these agents are ill-suited for human-AI interaction, as they consistently overwhelm human players, offering little enjoyment and limited educational value. This paper addresses the problem of balanced play, in which an agent challenges its opponent without either dominating or conceding. We introduce Minibal (Minimize & Balance), a variant of Minimax specifically designed for balanced play. Building on this concept, we propose several modifications of the Unbounded Minimax algorithm explicitly aimed at discovering balanced strategies. Experiments conducted across seven board games demonstrate that one variant consistently achieves the most balanced play, with average outcomes close to perfect balance. These results establish Minibal as a promising foundation for designing AI agents that are both challenging and engaging, suitable for both entertainment and serious games.