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General Modular Harness for LLM Agents in Multi-Turn Gaming Environments

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arxiv 2507.11633 v1 pith:WK46PZBF submitted 2025-07-15 cs.AI

classification cs.AI
keywords harnessmodularagentsdesignenvironmentsgamingmemoryperception
verification ladder T0 review T1 audit T2 compute T3 formal
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We introduce a modular harness design for LLM agents that composes of perception, memory, and reasoning components, enabling a single LLM or VLM backbone to tackle a wide spectrum of multi turn gaming environments without domain-specific engineering. Using classic and modern game suites as low-barrier, high-diversity testbeds, our framework provides a unified workflow for analyzing how each module affects performance across dynamic interactive settings. Extensive experiments demonstrate that the harness lifts gameplay performance consistently over un-harnessed baselines and reveals distinct contribution patterns, for example, memory dominates in long-horizon puzzles while perception is critical in vision noisy arcades. These findings highlight the effectiveness of our modular harness design in advancing general-purpose agent, given the familiarity and ubiquity of games in everyday human experience.

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Cited by 7 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. Think-Before-Speak: From Internal Evaluation to Public Expression in Multi-Agent Social Simulation

    cs.AI 2026-06 unverdicted novelty 6.0 of 10

    TBS is an interval-based multi-agent LLM simulation framework that separates structured internal evaluative states from public utterance generation and shows these states vary systematically with turn-allocation, sile...

  2. Think-Before-Speak: From Internal Evaluation to Public Expression in Multi-Agent Social Simulation

    cs.AI 2026-06 unverdicted novelty 6.0 of 10

    TBS is an interval-based multi-agent framework that separates private internal-state updates (dissonance appraisal, opinion climate, isolation risk, response strategy, willingness to speak) from public utterance selec...

  3. Harness-1: Reinforcement Learning for Search Agents with State-Externalizing Harnesses

    cs.AI 2026-06 unverdicted novelty 6.0 of 10

    Harness-1 uses a state-externalizing harness for RL-trained search agents and reports 0.730 average curated recall, outperforming the next open subagent by 11.4 points.

  4. Intermediate Artifacts as First-Class Citizens: A Data Model for Durable Intermediate Artifacts in Agentic Systems

    cs.AI 2026-05 unverdicted novelty 5.0 of 10

    A systems-level data model for preserving typed, addressable, versioned, and dependency-aware intermediate artifacts in agentic AI systems to improve long-term inspectability and maintainability.

  5. Towards Generalist Game Players: An Investigation of Foundation Models in the Game Multiverse

    cs.CV 2026-05 unverdicted novelty 5.0 of 10

    The paper organizes research on generalist game AI into Dataset, Model, Harness, and Benchmark pillars and charts a five-level progression from single-game mastery to agents that create and live inside game multiverses.

  6. From Agent Loops to Deterministic Graphs: Execution Lineage for Reproducible AI-Native Work

    cs.AI 2026-05 conditional novelty 5.0 of 10

    Execution lineage models AI-native work as a DAG of computations with explicit dependencies, achieving perfect state preservation in controlled update tasks where loop-based agents introduce churn and contamination.

  7. Towards Generalist Game Players: An Investigation of Foundation Models in the Game Multiverse

    cs.CV 2026-05 unverdicted novelty 3.0 of 10

    This work traces four eras of generalist game players across dataset, model, harness, and benchmark pillars and charts a five-level roadmap ending in agents that create and evolve within game multiverses.

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