CAST: Game Solvers as Turn-Level Teachers for LLM Agents
Authors: Yu Wang, Yi-Kai Zhang, Wentao Shi, Ziang Ye, Yuchun Miao, Yueqing Sun, Qi Gu, Xunliang Cai, +3 more
Organizations: University of Science and Technology of China · 4Meituan, China · 2Nanjing University · 3Wuhan University
Abstract
Training large language models (LLMs) to act in long-horizon games is a promising step toward generalist decision-making, yet reinforcement learning with verifiable rewards (RLVR) relies on sparse final rewards that reveal little about which decisions determine success. Denser process signals could supply this missing turn-level credit, but existing sources are hard to keep both cheap and accurate. We observe that changes in a game solver's state value reveal whether an action advances the state toward success. Building on this insight, we propose CAST (Credit Assignment from Solver Teachers), which converts these value changes into solver advantages and injects them into RLVR as turn-level signals. We further show that, under a soft-optimal solver assumption, maximizing the solver advantage is equivalent to on-policy distillation from the solver, requiring only scalar values rather than teacher logits. Across Sokoban, Minesweeper, and Rush Hour, CAST outperforms all trained baselines on every game under both in-domain and unseen-difficulty evaluation and achieves the highest average zero-shot performance on ALFWorld and WebShop. Our code is available at https://github.com/Wloner0809/CAST.
Reinforcement learning with verifiable rewards (RLVR) offers a verifier-bounded performance ceiling for training multi-turn tool-use agents, yet its trajectory-level credit assignment conflates heterogeneous per-turn outcomes into a single reward signal. On-policy distillation provides dense per-token supervision but is either teacher-bounded or prone to gradient concentration collapse. We introduce CrEST, a hierarchical credit assignment framework that retains RL's verifier-bounded ceiling while incorporating dense token-level signals from a privileged self-teacher. CrEST resolves credit at two levels: turn-segmented verified advantages address inter-turn dilution, while entropy-gated self-teacher modulation refines intra-turn token contributions. Experiments on BFCL V3 and WildToolBench show that CrEST consistently outperforms both RL and distillation baselines across two model scales, with the largest gains on long-trajectory and strict session-level metrics. Our work demonstrates that the teacher's role in policy optimization can be reduced from determining update directions to modulating update magnitudes, unlocking dense credit assignment without sacrificing the verifier-bounded ceiling.
Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.
Training large language models (LLMs) as autonomous agents via reinforcement learning (RL) has enabled frontier models to achieve superhuman performance in long-horizon tasks. However, existing RL algorithms operate at the trajectory level, performing policy optimization only after collecting complete episode rollouts. This coarse-grained approach faces fundamental challenges in multi-turn agent settings where rewards are sparse, delayed, and credit assignment across individual steps is critical. In this work, we propose \textbf{State-Score-Supervised Policy Optimization (3SPO)}, a novel RL algorithm that performs post-step policy optimization with dynamic state score supervision. At each step, 3SPO computes the state score based on historical success rates, supervising step-wise credit assignment, adaptive rollout and post-step policy optimization without requiring value function estimation or additional auxiliary models. Theoretically, under a per-state bandit abstraction, we show that the proposed score-supervised allocation mechanism achieves logarithmic allocation regret and provide sample-complexity guarantees for action identification, score distinguishability, and filtering stability. Experiments on ALFWorld and WebShop with Qwen2.5-1.5B/7B-Instruct show that 3SPO consistently outperforms GRPO by +22.6% on ALFWorld and +15.6 points on WebShop, while using comparable resources to achieve 2.4× more state exploration and 1.8× faster convergence. Code is available at https://github.com/genalyu/3SPO.