Large Language Models (LLMs) have achieved strong performance on static reasoning benchmarks, yet their effectiveness as interactive agents operating in adversarial, time-sensitive environments remains poorly understood. Existing evaluations largely treat reasoning as a single-shot capability, overlooking the challenges of opponent-aware decision-making, temporal constraints, and execution under pressure. This paper introduces Strategic Tactical Agent Reasoning (STAR) Benchmark, a multi-agent evaluation framework that assesses LLMs through 1v1 zero-sum competitive interactions, framing reasoning as an iterative, adaptive decision-making process. STAR supports both turn-based and real-time settings, enabling controlled analysis of long-horizon strategic planning and fast-paced tactical execution within a unified environment. Built on a modular architecture with a standardized API and fully implemented execution engine, STAR facilitates reproducible evaluation and flexible task customization. To move beyond binary win-loss outcomes, we introduce a Strategic Evaluation Suite that assesses not only competitive success but also the quality of strategic behavior, such as execution efficiency and outcome stability. Extensive pairwise evaluations reveal a pronounced strategy-execution gap: while reasoning-intensive models dominate turn-based settings, their inference latency often leads to inferior performance in real-time scenarios, where faster instruction-tuned models prevail. These results show that strategic intelligence in interactive environments depends not only on reasoning depth, but also on the ability to translate plans into timely actions, positioning STAR as a principled benchmark for studying this trade-off in competitive, dynamic settings.
Figures & tables
Figure 1: Visualization interface of STAR (Strategic Tactical Agent Reasoning Benchmark). STAR is a LLM PvP(Player versus Player) environment with multiple types of maps, evaluating the capability of LLMs to perform iterative reasoning and strategic decision-making in dynamic and zero-sum multi-agent environments.
Figure 2: Overview of the STAR benchmark architecture. The system relies on four decoupled layers designed for high extensibility and interoperability. The Framework Layer serves as the foundational ECS engine, empowering researchers to construct diverse game scenarios in the Environment Layer by reusing core simulation components. Crucially, the Protocol Layer establishes a standardized interface that bridges the Agent Layer with the environment, enabling seamless interconnectivity between heterogeneous agents and any environment built upon the framework.
Model
PWER
SER
Win Rate
Kimi-K2-Thinking
1206.1 ± 7.3
1149.2 ± 3.7
1.00
GLM-4.7
1182.7 ± 9.5
1122.6 ± 5.2
0.857
DeepSeek-Chat
1166.9 ± 16.8
1112.3 ± 9.5
0.812
GLM-4.6
1098.6 ± 14.2
1066.4 ± 7.1
0.714
MiniMax-M2.1
1078.8 ± 16.4
1053.9 ± 7.9
0.625
Qwen3-32B
1006.8 ± 12.0
1012.8 ± 6.8
0.538
Table 1: Turn-Based Mode Leaderboard. Models are ranked by PWER.
Model
PWER
SER
Win Rate
GLM-4.6
1180.8 ± 33.7
1131.0 ± 16.2
0.75
Qwen3-30B-A3B-Instruct
1156.7 ± 44.8
1116.9 ± 25.4
0.728
Amazon Nova Pro
1103.3 ± 23.3
1066.6 ± 10.8
0.683
DeepSeek-Chat
1084.5 ± 58.1
1058.5 ± 38.2
0.621
Llama-4-Scout-17B
1073.9 ± 11.6
1047.0 ± 4.5
0.614
Qwen2.5-14B-Instruct
1064.1 ± 8.6
1034.0 ± 2.9
0.601
Table 2: Real-Time Mode Leaderboard. Models are ranked by PWER.
Model
Type
TCE
SAE
Actions Per Game
GLM-4.6
Standard LLM
32.0%
29.5%
178
GLM-4.6V
Standard VLM
13.8%
11.1 %
72
Qwen3-30B-A3B-Instruct
LLM(MoE)
30.9 %
33.6%
492
Qwen3-VL-30B-A3B-Instruct
VLM(MoE)
50.5%
8.2 %
200
Qwen3-32B
Thinking LLM
30.2 %
18.9%
43
Qwen3-VL-32B
Thinking VLM
54.5%
5.3 %
33
Table 3: Ablation study on visual perception and logical reasoning in decision-making for VLMs and LLMs.
Figure 3: Trade-off analysis between Spatial Precision (x-axis) and Action Efficiency (y-axis). While VLMs (squares) achieve superior spatial grounding with minimal error, their high inference latency results in low action frequency. Conversely, standard LLMs (circles) sacrifice precision for speed. “Thinking” models (triangles/diamonds) bridge this gap, achieving VLM-level precision through reasoning without the visual processing overhead.
Game-theoretic benchmarks claim that large language model (LLM) strategic decision-making varies across game types, interaction structures, and capability dimensions. However, they only evaluate strategic performance across individual fixed models. In parallel, contemporary LLM routers pick models under quality-cost trade-offs, but with no notion of a strategic structure. They do not account for an opponent that might be unknown, and that can adapt over time and shift the feedback signal. To address this, we extend the game-theoretic evaluations and define strategic selection as the meta game layered on top of the base game. In each round, a strategic selector fields an LLM from a portfolio of models to navigate a game payoff matrix that is latent and learned online. We find that the evaluation signal is game-specific, and that extracting a reliable signal requires a much higher number of seed runs N compared to traditional benchmarking setups. Evaluating across 5 games and 10 LLMs, we show a model's strategic competence varies significantly depending on the game setup and the opponent faced. Building on this, we implement a suite of selector methods and find that approaches that rely on query embeddings or LLM self-reflection do not consistently capture the underlying strategic signal. A lightweight multi-armed bandit algorithm performs more reliably across games, though it still falls short of the best fixed model. Finally, we show that simple non-stationary and adversarial bandit variants fail to outperform a stationary bandit baseline, pointing to a gap in how current methods handle a shifting opponent in strategic settings.
Arastun Mammadli, Herbert Woisetschläger, Jawad Fayaz +1
University of Exeter United Kingdom · IBM Research Switzerland
Large language models (LLMs) are increasingly deployed as economic agents in marketplaces, auctions, and bidding settings. Anticipating their behavior in any specific deployment is hard. Existing strategic-reasoning benchmarks evaluate models on fixed canonical games. These benchmarks may saturate as the frontier improves, and they do not allow evaluators to generalize with confidence from benchmark performance to the varied and messy strategic environments that actual deployments involve. We introduce GENSTRAT, which uses procedurally generated strategic environments to address these challenges. Concretely, we generate a distribution of two-player zero-sum imperfect-information card games. The generator can draw fresh games on demand, allowing for evergreen evaluation and resistance to contamination. We pair the game distribution with a capability-profile methodology that decomposes model competence across six axes (state space, temporal depth, information sensitivity, opponent modeling, risk, and brittleness). We also introduce a jaggedness measure of within-distribution smoothness that detects when a model's advantage jumps unpredictably between strategically similar games. We sample 50 benchmark games from a 2,000-game generated pool and evaluate nine frontier and open-weight LLMs in a head-to-head tournament with over 36,000 matches. Newer frontier-tier models score higher on average. Beyond that average, models with near-identical overall strength show qualitatively different capability profiles, and two of the top three leaderboard models (gpt-5 and claude) are noticeably more locally volatile than the third (gemini-3.1-pro), despite being close in overall strength. Together, the capability profile and the jaggedness measure give a deployment-relevant diagnostic that the overall ranking alone cannot provide.
Existing benchmarks for large multimodal models (LMMs) often fail to capture their performance in real-time, adversarial environments. We introduce LM Fight Arena (Large Model Fight Arena), a novel framework that evaluates LMMs by pitting them against each other in the classic fighting game Mortal Kombat II, a task requiring rapid visual understanding and tactical, sequential decision-making. In a controlled tournament, we test six leading open- and closed-source models, where each agent operates controlling the same character to ensure a fair comparison. The models are prompted to interpret game frames and state data to select their next actions. Unlike static evaluations, LM Fight Arena provides a fully automated, reproducible, and objective assessment of an LMM's strategic reasoning capabilities in a dynamic setting. This work introduces a challenging and engaging benchmark that bridges the gap between AI evaluation and interactive entertainment.
Yushuo Zheng, Tongrui Ye, Zicheng Zhang +3
Shanghai Jiao Tong University, Shanghai, China · Shanghai AI Lab, Shanghai, China · Tongji University, Shanghai, China