# Modular Discovery of General Game-Playing Algorithms with Large Language Models

arXiv: https://arxiv.org/abs/2609.33115 · HTML: https://mlsanity.com/paper/2609.33115/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 6 of its 51 references that are in the map.
- First posted on arXiv 27 Sep 2026.

## Builds on (most cited first, 6 of 6)

- [AlphaEvolve: A coding agent for scientific and algorithmic discovery](https://mlsanity.com/paper/2506.13131/) (2025)
- [OpenSpiel: A Framework for Reinforcement Learning in Games](https://mlsanity.com/paper/1908.09453/) (2019)
- [Accelerating Self-Play Learning in Go](https://mlsanity.com/paper/1902.10565/) (2019)
- [Measuring General Intelligence with Generated Games](https://mlsanity.com/paper/2505.07215/) (2025)
- [Generalized Mean Estimation in Monte-Carlo Tree Search](https://mlsanity.com/paper/1911.00384/) (2019)
- [Discovering Multiagent Learning Algorithms with Large Language Models](https://mlsanity.com/paper/2602.16928/) (2026)

## Abstract (arXiv)

General Game Playing across arbitrary games from rules alone remains challenging due to differing algorithmic requirements across game classes and strict decision-time constraints. Rather than hand-designing search heuristics for specific domains, can we leverage Large Language Models (LLMs) to discover general game-playing algorithms? Because language models can propose and refactor structured code, they provide an expressive proposal engine for exploring the space of algorithmic designs. We introduce a multi-agent LLM meta-learning system to co-evolve game-agnostic procedural search mechanisms in C++ alongside domain heuristics synthesized directly from game rules. Controlling the compute budget, we benchmark the discovered mechanisms across more than 400 diverse environments, including OpenSpiel training and held-out games, procedural simulation engines, and games with deep neural policy-value representations trained via PPO. Evaluated via AlphaRank stationary distributions and Soft Condorcet Optimization (SCO) against 15 established MCTS baselines, the discovered search mechanisms consistently achieve top-tier ratings and pairwise ballot majorities over most baselines across independent evolutionary runs, generalizing to unseen human-designed and procedurally synthesized games and remaining competitive with baselines on frozen neural network representations.
