# LocusRL: Diagnosing LLM Reward and Policy Interventions in Competitive Games

arXiv: https://arxiv.org/abs/2610.04441 · HTML: https://mlsanity.com/paper/2610.04441/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 20 of its 23 references that are in the map.
- First posted on arXiv 3 Oct 2026.

## Builds on (most cited first, 20 of 20)

- [Concrete Problems in AI Safety](https://mlsanity.com/paper/1606.06565/) (2016)
- [Deep Reinforcement Learning at the Edge of the Statistical Precipice](https://mlsanity.com/paper/2108.13264/) (2021)
- [Deep Reinforcement Learning that Matters](https://mlsanity.com/paper/1709.06560/) (2017)
- [Eureka: Human-Level Reward Design via Coding Large Language Models](https://mlsanity.com/paper/2310.12931/) (2023)
- [RAGEN: Understanding Self-Evolution in LLM Agents via Multi-Turn Reinforcement Learning](https://mlsanity.com/paper/2504.20073/) (2025)
- [Reward Design with Language Models](https://mlsanity.com/paper/2303.00001/) (2023)
- [Spurious Rewards: Rethinking Training Signals in RLVR](https://mlsanity.com/paper/2506.10947/) (2025)
- [Grounding Large Language Models in Interactive Environments with Online Reinforcement Learning](https://mlsanity.com/paper/2302.02662/) (2023)
- [Guiding Pretraining in Reinforcement Learning with Large Language Models](https://mlsanity.com/paper/2302.06692/) (2023)
- [OpenSpiel: A Framework for Reinforcement Learning in Games](https://mlsanity.com/paper/1908.09453/) (2019)
- [Text2Reward: Reward Shaping with Language Models for Reinforcement Learning](https://mlsanity.com/paper/2309.11489/) (2023)
- [Deep Reinforcement Learning from Self-Play in Imperfect-Information Games](https://mlsanity.com/paper/1603.01121/) (2016)
- [Motif: Intrinsic Motivation from Artificial Intelligence Feedback](https://mlsanity.com/paper/2310.00166/) (2023)
- [SPIRAL: Self-Play on Zero-Sum Games Incentivizes Reasoning via Multi-Agent Multi-Turn Reinforcement Learning](https://mlsanity.com/paper/2506.24119/) (2025)
- [Auditing language models for hidden objectives](https://mlsanity.com/paper/2503.10965/) (2025)
- [RLAnything: Forge Environment, Policy, and Reward Model in Completely Dynamic RL System](https://mlsanity.com/paper/2602.02488/) (2026)
- [RATE: Causal Explainability of Reward Models with Imperfect Counterfactuals](https://mlsanity.com/paper/2410.11348/) (2024)
- [IR3: Contrastive Inverse Reinforcement Learning for Interpretable Detection and Mitigation of Reward Hacking](https://mlsanity.com/paper/2602.19416/) (2026)
- [The Alignment Auditor: A Bayesian Framework for Verifying and Refining LLM Objectives](https://mlsanity.com/paper/2510.06096/) (2025)
- [Policy-Invariant Reward Shaping from LLM Feedback: A Framework for Hybrid RL Agents](https://mlsanity.com/paper/2608.18008/) (2026)

## Abstract (arXiv)

Large language models can intervene in reinforcement learning through both reward design and action selection, yet aggregate performance offers an incomplete account of what these interventions actually do. Similar returns can conceal different learning mechanisms, while plausible rewards can induce undesirable behavior. We introduce LocusRL, a diagnostic framework that connects controlled reward-policy comparisons with audits of reward judgments, signal delivery, optimization objectives, and executed actions. The framework traces performance differences to testable explanations and checks targeted corrections through executable rules and counterfactual replay. Across two evaluation batches covering ten Connect Four training seeds, we uncover seed-dependent reversals in intervention effects and show how tracing actual updates changes their interpretation: historical Qwen training operates through reward-weighted teacher-action likelihood. A separate matched three-seed reward-direction experiment distinguishes sensitivity to a learning signal from its usefulness. With terminal rewards held fixed, a sign-reversed dense oracle yields a 2.8% aggregate win rate, compared with 57.2% for terminal-only training and 46.7% for the positive dense oracle. Thus, a reward can strongly influence learning without improving performance. At the decision level, counterfactual replay verifies a winning correction to a diagnosed action error. Complementary experiments in Leduc and reward-validation studies in Goofspiel extend the analysis to imperfect-information settings, revealing how reference-label definitions and validation-data exposure affect intervention assessment. Together, these findings show why evaluating LLM interventions requires tracing how their outputs become learning signals and actions. LocusRL turns aggregate outcomes into actionable diagnoses and verifiable corrections.
