Pith. sign in

REVIEW 5 cited by

CivRealm: A Learning and Reasoning Odyssey in Civilization for Decision-Making Agents

Not yet reviewed by Pith; the record is open.

This paper has not been read by Pith yet. Machine review is queued; the pith claim, tier, and objections will appear here once it completes.

SPECIMEN: schema-true, not a live event

T0 review · schema-true

One-sentence machine reading of the paper's core claim.

pith:XXXXXXXX · record.json · timestamp

arxiv 2401.10568 v2 pith:4FQWGZT5 submitted 2024-01-19 cs.AI

classification cs.AI
keywords agentscivrealmlearningreasoningcivilizationdecision-makinggameagent
verification ladder T0 review T1 audit T2 compute T3 formal
0 comments
read the original abstract

The generalization of decision-making agents encompasses two fundamental elements: learning from past experiences and reasoning in novel contexts. However, the predominant emphasis in most interactive environments is on learning, often at the expense of complexity in reasoning. In this paper, we introduce CivRealm, an environment inspired by the Civilization game. Civilization's profound alignment with human history and society necessitates sophisticated learning, while its ever-changing situations demand strong reasoning to generalize. Particularly, CivRealm sets up an imperfect-information general-sum game with a changing number of players; it presents a plethora of complex features, challenging the agent to deal with open-ended stochastic environments that require diplomacy and negotiation skills. Within CivRealm, we provide interfaces for two typical agent types: tensor-based agents that focus on learning, and language-based agents that emphasize reasoning. To catalyze further research, we present initial results for both paradigms. The canonical RL-based agents exhibit reasonable performance in mini-games, whereas both RL- and LLM-based agents struggle to make substantial progress in the full game. Overall, CivRealm stands as a unique learning and reasoning challenge for decision-making agents. The code is available at https://github.com/bigai-ai/civrealm.

Discussion (0). Continue with ORCID to comment.

Forward citations

Cited by 5 Pith papers

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

  1. Society of Mind Meets Real-Time Strategy: A Hierarchical Multi-Agent Framework for Strategic Reasoning

    cs.AI 2025-08 conditional novelty 6.0 of 10

    A hierarchical framework of specialized imitation agents plus a strategic planner improves win rates and cuts LLM calls in text-based StarCraft II across all race matchups.

  2. StarDojo: Benchmarking Open-Ended Behaviors of Agentic Multimodal LLMs in Production-Living Simulations with Stardew Valley

    cs.AI 2025-07 conditional novelty 6.0 of 10

    StarDojo is a 1,000-task benchmark in Stardew Valley combining production and social activities, and the best tested MLLM (GPT-4.1) achieves only 12.7% success on its 100-task subset.

  3. Empowering Economic Simulation for Massively Multiplayer Online Games through Generative Agent-Based Modeling

    cs.AI 2025-06 conditional novelty 6.0 of 10

    LLM-driven agents in a simulated MMO economy reproduce role specialization and price responses to supply and demand, though the price result is partly shaped by what the AI is told.

  4. InstantEdit: Text-Guided Few-Step Image Editing with Piecewise Rectified Flow

    cs.CV 2025-08 unverdicted novelty 5.0 of 10

    InstantEdit combines RectifiedFlow inversion, latent injection, disentangled prompt guidance, and Canny ControlNet to do fast few-step text-guided image editing with content preservation.

  5. Divide-Fuse-Conquer: Eliciting "Aha Moments" in Multi-Scenario Games

    cs.LG 2025-05 reject novelty 5.0 of 10

    A group, fuse, and retrain recipe for multi-game reinforcement learning lets a 32B model reach near-Claude3.5 performance on several TextArena games, though the headline score is internally inconsistent.

Pith tools