Learn2Play Bench: How Well Do LLM Agents Learn from Experience in Unfamiliar Environments?

Yibo Li, Jinhang Qiu, Zhi Zheng, Qianyun Guo, Jiaying Wu, Shuo Ji, Bryan Hooi

National University of Singapore

Published October 8, 2026 · on the feed October 9, 2026 · ▲ 141 · arXiv 2610.08215

Agents3D, worlds & games Full code arXiv ↗Hugging Face ↗

The abstract

Learning from experience is essential for LLM agents to adapt to unfamiliar and dynmaic environments. Evaluating this ability is therefore important for understanding how effectively agents acquire and use new knowledge. Existing benchmarks have sought to evaluate this ability, but they primarily evaluate tasks whose rules are provided in the instructions or already familiar to pretrained models, making it difficult to distinguish learning from interactions from reasoning with existing knowledge. To address this, we introduce Learn2Play Bench, a benchmark of newly designed text-based games, whose rules are novel or counterintuitive, requiring agents to acquire knowledge through interaction rather than rely solely on pretrained knowledge. These games provide reproducible feedback and automatic scoring, enabling controlled evaluation of learning across repeated attempts. We also vary game instances to test whether agents can apply what they have learned to new situations. Therefore, we evaluate how backbone models, self-evolving methods, and agent harnesses affect agents' learning ability, revealing three findings: (1) Experience retention: Retaining complete records of actions and feedback can support more effective learning than summarizing these experiences into rules or strategies. (2) Human agent gap: Top-performing human players achieve higher peak scores than the evaluated agents. Human explore more varied strategies, and repeat actions less. (3) Harness matters: With the backbone fixed, changing the harness can improve performance while reducing estimated inference cost. Together, these findings provide insights into how LLM agents learn from experience and suggest directions for future work to improve their learning ability. Project website: https://liushiliushi.github.io/learn2play-bench-website/

The Brief

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A short podcast summary of the paper. Written and voiced by AI.

Transcript

Learn2Play Bench. How Well Do LLM Agents Learn from Experience in Unfamiliar Environments?. By Yibo Li and six others, from the National University of Singapore. Published on the eighth of October. Its code repository is worked out: about one hundred source files, with a readme.

For a language model agent to adapt to unfamiliar and changing environments, it has to learn from experience. Measuring that ability tells us how well agents acquire new knowledge and put it to use. Existing benchmarks have tried, but they mostly test tasks whose rules are either given in the instructions or already familiar to pretrained models. In that situation, an agent that does well may simply be reasoning with what it already knows. The benchmark cannot tell learning from interaction apart from recall. And if those two cannot be separated, it is hard to say how effectively an agent acquires and uses anything new, which is the very ability such benchmarks set out to measure.

Learn2Play Bench is built to separate the two. It measures whether an agent can acquire knowledge through interaction, rather than relying only on what it learned in pretraining, and whether it can carry that knowledge to situations it has not seen. Because learning is the target, the measurement runs across repeated attempts at a game, not a single try.

The benchmark is a set of newly designed text-based games whose rules are novel or counterintuitive, so prior knowledge cannot substitute for play. The games give reproducible feedback and score automatically, which allows controlled evaluation of learning over repeated attempts. Game instances are also varied, to test whether agents can apply what they learned to new situations. With this setup, the authors evaluate how three things affect an agent's learning ability: the backbone model, self-evolving methods, and the agent harness around the model.

Three findings come out. The first concerns experience retention. Keeping the complete record of actions and feedback can support more effective learning than summarizing those experiences into rules or strategies. Compression, in this setting, can throw away what the agent needed.

The second is a gap between humans and agents. Top-performing human players reach higher peak scores than any of the evaluated agents. Humans explore a wider variety of strategies, and they repeat actions less. The third is that the harness matters. With the backbone held fixed, changing only the harness can improve performance while also reducing the estimated inference cost. That last result means two agents built on the same model can learn quite differently depending on the scaffolding around it, and the better scaffold need not be the more expensive one. Comparisons between backbones, by implication, depend on which harness each one is run inside.

Taken together, the results point at where an agent's learning ability actually lives. It is not only in the backbone. How experience is stored, how widely the agent explores, and how the surrounding harness is built all shape how much it learns from play. The authors offer these as directions for future work, and the games give that work a place to be measured where prior knowledge cannot do the learning for the agent.

Paper Quest · 7 chapters · about 35 min

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Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.

Chapter 1 🧩 · The problem

Does an agent learn, or does it just remember? Most tests cannot tell.

You want to know whether language model agents can learn from experience. You set them repeated tasks and watch their scores rise.

The road ahead

  1. 1 · The problem ~7 min A rising score on a familiar task cannot show whether an agent learned from experience or simply recalled what pretraining already taught it.
  2. 2 · What came before ~3 min
  3. 3 · The key idea ~8 min Build new text games whose hidden, strange rules no model already knows, score them automatically and deterministically, and change their surface between episodes.
  4. 4 · Choose your own research ~3 min
  5. 5 · How it works ~3 min
  6. 6 · The experiment ~6 min You’ll guess: Which supported more effective learning in these unfamiliar games: keeping complete records of actions and feedback, or summarizing experience into rules or strategies?
  7. 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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