# Nemobot Games: Crafting Strategic AI Gaming Agents for Interactive Learning with Large Language Models

arXiv: https://arxiv.org/abs/2604.21896 · HTML: https://mlsanity.com/paper/2604.21896/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Reinforcement learning for LLM agents, one of 16 directions in LLM agents and tool use.
- Builds on 25 of its 54 references that are in the map.
- First posted on arXiv 23 Apr 2026.

## Placed in

- LLM agents and tool use / [Reinforcement learning for LLM agents](https://mlsanity.com/agents/reinforcement-learning-for-llm-agents/)

## Builds on (most cited first, 25 of 25)

- [GPT-4 Technical Report](https://mlsanity.com/paper/2303.08774/) (2023)
- [Chain-of-Thought Prompting Elicits Reasoning in Large Language Models](https://mlsanity.com/paper/2201.11903/) (2022)
- [ReAct: Synergizing Reasoning and Acting in Language Models](https://mlsanity.com/paper/2210.03629/) (2022)
- [Evaluating Large Language Models Trained on Code](https://mlsanity.com/paper/2107.03374/) (2021)
- [Self-Consistency Improves Chain of Thought Reasoning in Language Models](https://mlsanity.com/paper/2203.11171/) (2022)
- [Deep reinforcement learning from human preferences](https://mlsanity.com/paper/1706.03741/) (2017)
- [Generative Agents: Interactive Simulacra of Human Behavior](https://mlsanity.com/paper/2304.03442/) (2023)
- [Voyager: An Open-Ended Embodied Agent with Large Language Models](https://mlsanity.com/paper/2305.16291/) (2023)
- [WebGPT: Browser-assisted question-answering with human feedback](https://mlsanity.com/paper/2112.09332/) (2021)
- [Graph of Thoughts: Solving Elaborate Problems with Large Language Models](https://mlsanity.com/paper/2308.09687/) (2023)
- [Emergent World Representations: Exploring a Sequence Model Trained on a Synthetic Task](https://mlsanity.com/paper/2210.13382/) (2022)
- [Evaluating the World Model Implicit in a Generative Model](https://mlsanity.com/paper/2406.03689/) (2024)
- [A Survey on Large Language Model-Based Game Agents](https://mlsanity.com/paper/2404.02039/) (2024)
- [ChessGPT: Bridging Policy Learning and Language Modeling](https://mlsanity.com/paper/2306.09200/) (2023)
- [Chess as a Testbed for Language Model State Tracking](https://mlsanity.com/paper/2102.13249/) (2021)
- [Suspicion-Agent: Playing Imperfect Information Games with Theory of Mind Aware GPT-4](https://mlsanity.com/paper/2309.17277/) (2023)
- [Natural Language Generation and Understanding of Big Code for AI-Assisted Programming: A Review](https://mlsanity.com/paper/2307.02503/) (2023)
- [Adversarial Policies Beat Superhuman Go AIs](https://mlsanity.com/paper/2211.00241/) (2022)
- [SPRING: Studying the Paper and Reasoning to Play Games](https://mlsanity.com/paper/2305.15486/) (2023)
- [Copilot for Xcode: Exploring AI-Assisted Programming by Prompting Cloud-based Large Language Models](https://mlsanity.com/paper/2307.14349/) (2023)
- [Large Language Model-Driven Classroom Flipping: Empowering Student-Centric Peer Questioning with Flipped Interaction](https://mlsanity.com/paper/2311.14708/) (2023)
- [LLMs May Not Be Human-Level Players, But They Can Be Testers: Measuring Game Difficulty with LLM Agents](https://mlsanity.com/paper/2410.02829/) (2024)
- [Can Go AIs be adversarially robust?](https://mlsanity.com/paper/2406.12843/) (2024)
- [Aligning Crowd-sourced Human Feedback for Reinforcement Learning on Code Generation by Large Language Models](https://mlsanity.com/paper/2503.15129/) (2025)
- [Future-Proofing Programmers: Optimal Knowledge Tracing for AI-Assisted Personalized Education](https://mlsanity.com/paper/2509.23996/) (2025)

## Abstract (arXiv)

This paper introduces a new paradigm for AI game programming, leveraging large language models (LLMs) to extend and operationalize Claude Shannon's taxonomy of game-playing machines. Central to this paradigm is Nemobot, an interactive agentic engineering environment that enables users to create, customize, and deploy LLM-powered game agents while actively engaging with AI-driven strategies. The LLM-based chatbot, integrated within Nemobot, demonstrates its capabilities across four distinct classes of games. For dictionary-based games, it compresses state-action mappings into efficient, generalized models for rapid adaptability. In rigorously solvable games, it employs mathematical reasoning to compute optimal strategies and generates human-readable explanations for its decisions. For heuristic-based games, it synthesizes strategies by combining insights from classical minimax algorithms (see, e.g., shannon1950chess) with crowd-sourced data. Finally, in learning-based games, it utilizes reinforcement learning with human feedback and self-critique to iteratively refine strategies through trial-and-error and imitation learning. Nemobot amplifies this framework by offering a programmable environment where users can experiment with tool-augmented generation and fine-tuning of strategic game agents. From strategic games to role-playing games, Nemobot demonstrates how AI agents can achieve a form of self-programming by integrating crowdsourced learning and human creativity to iteratively refine their own logic. This represents a step toward the long-term goal of self-programming AI.
