mlsanityData to 14 Oct 2026

SPRING: Studying the Paper and Reasoning to Play Games

arXiv 2305.15486 ↗First posted 24 May 2023cs.AI cs.LGcited by 11

On the map: LLM reasoning → Reasoning for agents, planning and code

Abstract (arXiv)

Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.

Key facts. Cited by 11 papers in the map (data through 14 Oct 2026). Placed in Reasoning for agents, planning and code, one of 17 directions in LLM reasoning. Builds on 33 of its 54 references that are in the map. First posted on arXiv 24 May 2023.

Builds on

33 of 54 references.

References · 33

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21 more
  1. 2023Mastering Diverse Domains through World Modelscited by 1,253
  2. 2020ALFWorld: Aligning Text and Embodied Environments for Interactive Learningcited by 1,205
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  14. 2021Grounding Language to Entities and Dynamics for Generalization in Reinforcement Learningcited by 45
  15. 2023Read and Reap the Rewards: Learning to Play Atari with the Help of Instruction Manualscited by 45
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  18. 2023Skill Reinforcement Learning and Planning for Open-World Long-Horizon Taskscited by 36
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Built on by

Cited by year (2026 to 14 Oct)

Citing papers per year: 2023: 4; 2024: 2; 2025: 0; 2026: 5.

11 papers.

Similar, not cited

Close in wording, no citation either way

  1. 2025Game Reasoning Arena: A Framework and Benchmark for Assessing Reasoning Capabilities of Large Language Models via Game Play
  2. 2026Playing With AI: How Do State-Of-The-Art Large Language Models Perform in the 1977 Text-Based Adventure Game Zork?
  3. 2025Think in Games: Learning to Reason in Games via Reinforcement Learning with Large Language Models
  4. 2024GAMEBoT: Transparent Assessment of LLM Reasoning in Games
  5. 2024GameBench: Evaluating Strategic Reasoning Abilities of LLM Agents
  6. 2024Reasoning, Memorization, and Fine-Tuning Language Models for Non-Cooperative Games
  7. 2024BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games
  8. 2026Clueing up LLMs with Tool-Augmented Deductive Reasoning