SAGA: Scene-Aware, Goal-Evolving Agents for Long-Horizon CivRealm Strategy Planning
Abstract
Long-horizon strategic planning in complex strategy games demands concurrent reasoning across multiple decision domains under imperfect information and sparse reward. Existing LLM-based agents suffer from three systematic failures: scene blindness from raw tile coordinates, context overflow and domain coupling from monolithic state dumps, and shallow cross-game learning that treats each episode in isolation. We present SAGA, an LLM multi-agent framework with three mechanisms each directly targeting one class of failure: (i) a Map-Semantic Scene Graph that encodes typed spatial relations among game entities into per-unit natural-language context, resolving spatial blindness without global token inflation; (ii) a Tool-Augmented Planner that pulls fine-grained domain state on demand and dispatches per-domain directives to dedicated specialist controllers, eliminating context overflow, domain coupling, and mechanical constraint violations; and (iii) a Dual-Horizon Feedback Loop that combines periodic within-game goal generation with structured cross-game causal post-mortem, enabling principled strategic evolution without manual reward engineering. Evaluated on FreeCiv, SAGA attains the highest mean civilization score -- the environment's sole sparse objective reward -- with lower variance than the two strongest baselines, and is the only method that significantly surpasses every baseline on infrastructure construction, the resource axis most readily sacrificed under multi-objective conflict. It outscores the two strongest baselines in most head-to-head games while cutting output tokens (the dominant decoding cost) by 27%. Equipped with the cross-game evolution module, SAGA reaches the highest end-of-chain score across five successive episodes. Ablation studies confirm that each architectural component contributes independently to this advantage.
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