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arxivcs.AI2026-06-29

SAGA: Scene-Aware, Goal-Evolving Agents for Long-Horizon Strategy Game Planning

Tianyu Jin, Shuo Chen, Yida Wang, Liuyu Xiang, Yingzhuo Liu, Yexin Li, Peipei Li, Zhaofeng He

Grand-strategy games such as Civilization pose a distinctive long-horizon planning problem: an agent must divide one shared resource pool among six competing domains -- technology, government, diplomacy, city development, expansion, and military -- under partial observability, with no feedback except a delayed final score. Current LLM agents fall short in three ways: 1) they cannot infer spatial relations from raw coordinates; 2) they allocate resources poorly, because feeding the entire growing state into one prompt and planning all domains in a single output diffuses attention and biases decisions toward urgent events; and 3) they cannot improve, as the delayed score gives no signal within or across games. We present SAGA, an LLM multi-agent framework pairing one mechanism with each weakness: (i) a Map-Semantic Scene Graph turning coordinates into per-entity statements of distance, direction, and threat; (ii) a Tool-Augmented Planner that retrieves only the state a decision needs, cutting the order of magnitude of its input, and issues a separate plan per domain to six specialist controllers, so urgent events do not derail long-term plans; and (iii) a Dual-Horizon Feedback Loop setting short-term goals during play and distilling each game into lessons for the next. On CivRealm, a Civilization-style benchmark, SAGA leads five LLM baselines on mean final score and is the only method significantly ahead of all of them on city development, the first investment baselines sacrifice, with 27% fewer output tokens; with cross-game learning it scores highest after five games, and its fifth game consistently surpasses its first across four maps. Our code is available at https://github.com/Kazecloudk/SAGA-Scene-Aware-Goal-Evolving-Agents-for-Long-Horizon-Strategy-Game-Planning.

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