Source-linked AI summary
General Modular Harness for LLM Agents in Multi-Turn Gaming Environments
Yuxuan Zhang, Haoyang Yu, Lanxiang Hu, Haojian Jin, Hao Zhang
TL;DR
The paper addresses the lack of a principled way to study modular agent design in general-purpose multi-turn environments. It introduces a game-based harness with perception, memory, and reasoning modules, and reports that the full harness improves mean win rate over an unharnessed baseline across four games.
Problem
The paper identifies a lack of a principled, systematic method for studying modular agent design in general-purpose multi-turn environments.
Source: §1 · p. 1Method
Results
Across all four games, the full modular harness significantly improves mean win rate over the unharnessed LLM baseline (paired t-test, p < 0.05), with perception and memory showing complementary effects.
Source: §1 · p. 2Takeaways & Limitations
The framework uses games to enable systematic module analysis and provides a scalable, reproducible approach for studying modular agents across diverse environments.
Source: §5 · pp. 7, 9The reported performance uses a small-scale setup of three evaluation runs per model per game, with models marked * based on a single run due to cost.
Source: §3.1 · p. 4, §4.1 · p. 6
Abstract
from arXiv · showhide
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.
1. Introduction
The introduction identifies a gap in systematic study of modular agent design and proposes games as a unified testbed for a three-module harness. It reports higher mean win rates than an unharnessed baseline across four games, with different contributions from perception and memory.
1. Introduction
- The paper identifies a gap: existing workflows can be domain-specific and intricate, limiting transfer and making individual module contributions difficult to isolate.The authors propose interactive games as a testbed with well-defined rewards, diverse tasks, and challenging objectives.Source: §1 · p. 1
- Gymnasium provides a shared interface for diverse multi-turn games, while Stable Retro extends it to classic console titles with minimal integration overhead.The paper describes the games as accessible to non-experts, with evaluations intended to reflect core cognitive abilities rather than domain-specific hacks.Source: §1 · pp. 1–2
- Sokoban, Candy Crush, 2048, and Tetris are selected to cover a broad spectrum of multi-turn interaction patterns.The games are used as a low-barrier, scalable testbed, and the adapter can integrate additional Gym or retro environments with minimal engineering effort.Source: §1 · p. 2
- Across all four games, the full modular harness significantly improves mean win rate over the unharnessed LLM baseline (paired t-test, p < 0.05).Ablations show complementary effects: perception-only configurations benefit Sokoban and Tetris, while memory-only setups tend to improve 2048 and Candy Crush, especially for non-reasoning models that repeat invalid moves.Source: §1 · p. 2
- The harness decomposes one LLM/VLM agent into plug-and-play perception, memory, and reasoning modules, whose contributions can be examined through controlled ablations.Perception processes grid or detailed visual inputs; memory stores recent trajectories and synthesizes reflections; reasoning combines perceptual embeddings and memory traces to make sequential decisions.Source: §1 · p. 2
- The experiments report consistent performance gains across diverse games and distinct contributions from the harness modules.The introduction frames this as evidence for the effectiveness of structured modular design.Source: §1 · p. 3
2. Related Works
Related work spans game benchmarks, harnesses for gaming agents, and multi-turn agents in non-game settings. The paper positions its approach alongside work using feedback, memory, perception, and reasoning across these areas.
2. Related Works
- Game benchmarks cover grid maps, strategy reasoning, conversational play, human interaction, multi-task performance, and multimodal murder-mystery games.The cited examples include GameTraversalBenchmark, GameBench, GameEval, GameArena, LMGame-Bench, and WhodunitBench.Source: §2 · p. 3
- Gaming-agent harnesses use mechanisms such as memory, feedback, reflection, and iterative synthesis, while LMAct emphasizes in-context observation-action trajectories.The passage contrasts LMAct's imitation-learning emphasis with prompting agents to reflect and improve from environment feedback.Source: §2 · p. 3
- Non-game agent work integrates reflection, reasoning, perception, and interaction across multi-turn tasks in web, app, and other domains.The paper cites Reflexion, ReAct, AgentBench, WebVoyager, and AppAgent as examples.Source: §2 · p. 3
3. Methods
The methods use familiar games as a broad testbed, defining game-specific rewards and modular perception, memory, and reasoning components. They also standardize prompts through a two-stage optimization procedure.
3. Methods
- The methods reuse familiar, popular games while preserving their original settings to evaluate a broad range of perception and generation abilities.Source: §3 · p. 3
3.1. Games
- The suite includes Tetris, Sokoban, Candy Crush, and 2048, which exercise visual perception, spatial reasoning, and long-horizon planning.Source: §3.1 · pp. 3–4
3.2. Game Metric Design
- Game performance is measured with progression rewards for incremental advances or long-horizon rewards for completing multi-step objectives.Source: §3.2 · pp. 4–5
3.3. Modular Harness Design
- The harness converts game inputs into text, vision, or combined representations, stores recent trajectories for reflection, and uses a controller to integrate modules and select actions.Source: §3.3 · p. 5
3.4. Prompt Standardization
- Prompt standardization first uses empirical prompt engineering, then applies DSPy with SIMBA to refine templates and select the best-performing prompt across target models.Source: §3.4 · p. 5
4. Experiments
Experiments evaluate 13 models across four classical video games, comparing harnessed, unharnessed, and random play and examining module ablations, prompt standardization, and benchmark correlations.
4.1. Modular Harness Performance: Quantitative Analysis
- Evaluations were small-scale, with three runs per model per game because running the latest foundation models is costly.The authors characterize these results as preliminary.Source: §4.1 · p. 6
4.1.1. SEPARATION FROM RANDOM BASELINE: GLASS’S δ EFFECT SIZES
- Harnessed Glass’s δ values were positive in 29/30 cases, versus 17/30 unharnessed, and the harness outperformed the unharnessed configuration in 23/30 cases (≈76.7%).The comparison excludes Sokoban because random play has zero variance; the evaluation used three runs per model per game due to foundation-model costs.Source: §4.1.1 · p. 6, §4.1 · p. 6
4.2. Modular Ablation
- Perception boosts Sokoban and Tetris, with particularly notable gains for Gemini and O4-mini in Sokoban and O4-mini in Tetris.The authors report that structured spatial inputs appear to unlock planning behaviors otherwise latent under raw token-based input.Source: §4.2 · p. 6
- Memory improves long-horizon 2048 and Candy Crush, especially for weak zero-shot models in 2048, and reduces Candy Crush score variance across episodes.The authors connect memory to preserving context and strategy over time.Source: §4.2 · p. 6
- Combined perception and memory yield additive or even multiplicative improvements across all four games, and help distinguish top-performing models in Candy Crush.Dual-module evaluations may expose distinctions that zero-shot or single-module setups obscure; the modules also increase evaluation discriminative power.Source: §4.2 · pp. 6–7
4.1.2. DIRECT COMPARISON: PAIRED-SAMPLE T-TESTS
- All four games improve significantly with the harness: Candy Crush (+217.50 points), Sokoban (+1.97), 2048 (+17.81), and Tetris (+5.60) (p < 0.05).Figure 2 plots paired Harness–No Harness score differences across ten models per game; Candy Crush has the highest median gain.Source: §4.1.2 · p. 6, Figure 2 · p. 7
4.3. Prompt Standardization
- DSPy-based prompt optimization improves average performance and reduces variance across models and games, following empirical prompt design.The authors report that well-crafted empirical prompts can still vary by more than one standard deviation.Source: §4.3 · p. 7
4.4. Correlation Study
- Across 20 benchmarks, games correlate positively with commonly evaluated benchmarks: Sokoban with math and coding, Tetris and 2048 with pattern recognition, and Candy Crush with coding.The study examines game performance as a possible proxy for broader model capabilities.Source: §4.4 · p. 7
5. Conclusion
The paper introduces a modular harness that consistently improves performance in multi-turn interactive environments. Its framework supports module ablations and scalable, reproducible study across diverse games.
- The modular harness consistently improves model performance in multi-turn interactive environments.Source: §5 · p. 7
- Table 2 covers game scores across four games and conditions, while Table 3 reports Glass’s δ by model, condition, and game.Source: Table 2 · p. 8, Table 3 · p. 8
- Ablating perception, memory, and reasoning isolates their contributions to overall agent behavior.Source: §5 · pp. 7, 9
- The framework supports diverse game environments and provides a scalable, reproducible solution for studying modular agents.Source: §5 · p. 9
A. Game Setting Details
The game-setting details define game-specific scores to quantify proficiency, using measures intended to reflect each model’s capability and permit consistent statistical analysis.
- Each game uses a selected score transformed and normalized to a continuous, linear scale for sensitive performance comparisons and consistent statistical analysis.Source: A. Game Setting Details · p. 13
- Sokoban’s score is the total number of boxes pushed onto targets across levels before the first deadlock.Source: A. Game Setting Details · p. 13
- Tetris’s score combines total pieces dropped and total lines cleared up to game over.Source: A. Game Setting Details · p. 13
- 2048’s score sums merged tile values until the board stagnates for ten consecutive turns without a merge or board-changing move.Source: A. Game Setting Details · p. 13
- Candy Crush’s score is the total number of candies eliminated during a fixed 50-move session.Source: A. Game Setting Details · p. 13
B.2. Qualitative Study
The qualitative study presents case studies of the latest models’ reasoning traces during 2048 gameplay.
- The case studies examine the latest models’ reasoning traces during 2048 gameplay.Source: §B.2 · p. 13
B.2.1. MEMORY MODULE
The 2048 case study contrasts how GPT-4o and o3 reflect on moves and plan subsequent actions. A prompt template directs reflections toward state changes, action effectiveness, patterns, and future strategy.
B.2.1. MEMORY MODULE
- o3’s reflections link detailed tile changes and merge ladders to next steps within a longer-term corner-dominance strategy.Source: §B.2.1 · p. 13
- GPT-4o’s reflections track empty-space changes and corner preservation, but also flag moves that fail to create merges or advance tile positioning.Source: §B.2.1 · p. 14
- o3’s examples evaluate moves by merges, empty-space changes, and preserving the 256 corner, advising against space-losing moves without progress.Source: §B.2.1 · p. 15
Memory Module Prompt Template
- The prompt template asks for concise reflections on state changes, move effectiveness, patterns, and strategic next steps, capped at 100 words.Source: Memory Module Prompt Template · p. 16
C. Benchmark List for Correlation Study
The study uses 20 public benchmarks across seven capability categories to examine general-purpose abilities, then uses model rankings to analyze correlations and latent capability axes.
C. Benchmark List for Correlation Study
- The study covers 20 public benchmarks spanning factual knowledge, physics, mathematics, coding, visual reasoning, language understanding, and puzzle solving.The benchmarks support correlation and decomposition analyses.Source: C. Benchmark List for Correlation Study · p. 16
- The rankings are used to compute Spearman correlations and identify latent capability axes through low-rank decomposition.Source: C. Benchmark List for Correlation Study · p. 16
- Table 4 groups model rankings across the 20 benchmarks by capability category.The table caption specifies that rank 1 is best.Source: Table 4 · p. 17
D. Prompt Optimization
The prompt-optimization section contrasts empirically designed 2048 prompts with DSPy-optimized prompts and reports reduced performance discrepancy between candidate prompts across target models.
D.1. Empirically Optimized Baseline Prompts
- The empirical 2048 templates give strategic guidance such as corner anchoring, maintaining merge paths, and planning several moves ahead, alongside game history and symbolic board features.Source: §D.1 · pp. 18–19
- The empirical templates prescribe a thought-and-move response, with the selected action restricted to up, down, left, or right.Source: §D.1 · pp. 18–19
D.2. DSPy Optimized Prompts and Comparison
- The DSPy prompt examples require a concise two-line thought-and-move response and prohibit additional text.Source: §D.2 · pp. 21–22
- The DSPy-optimized templates retain 2048 strategy guidance, including corner anchoring, stable tile arrangements, merge paths, and forward planning.They also include previous game history and symbolic board features.Source: §D.2 · pp. 21–22
D.3. Performance Comparison
- The DSPy pipeline searches for a prompt with the highest average reward across target models, using five optimizer models and 20 optimization steps.Source: §D.3 · p. 23
- 33.8% to 63.5%: prompt optimization reduced performance discrepancy between two candidate prompts across three target models over three runs.Table 5 reports performance across prompt types for Game 2048 with the harness.Source: §D.3 · p. 23, Table 5 · p. 23