r/reinforcementlearning • u/KnowledgeOk7634 • 4h ago
Rewarding only the win made my agent end the world more often (small experiment in a war game environment)
I built a real-time war game where an LLM commands one nation against 42 others. Nations make pacts and break them, and there is a nuclear doomsday clock: every nuke moves it closer to midnight, and whoever's strike reaches midnight is wiped out. So the move that ends the world always loses for the one who makes it.
I wanted to see what different rewards teach. All of this is small, 10 sealed wars per arm, so read it as a first look.
Imitation first (Qwen 7B, left side of the chart, the experiment from my earlier post here): trained only on DeepSeek wars where nobody struck midnight, it still struck midnight in 4 of 10 (the untrained model: 0). Most of the "good" wars still had nuke orders in them. Cutting the nuke turns out of the data got it to 0 of 10.
Then reward (gpt-oss-20b, 3 rounds). Each round it played a batch of wars, I kept its 6 best by the reward and fine-tuned on those turns with LoRA. So it is filtered self-imitation, not PPO.
Untrained: struck midnight 4 of 10, won 0, broke 3 pacts
Rewarded to win: struck midnight 6 of 10, won 0, broke 7 pacts
Rewarded to win with no nukes: struck midnight 0 of 10, won 0, broke 6 pacts
So rewarding the win made it more dangerous and no better at winning, and banning nukes removed midnight but it just moved the aggression into breaking pacts.
My question for people who know this better than me: how would you reward restraint without rewarding passivity, or pushing the bad behaviour somewhere else? Pacts broken looks like the obvious next term, but I suspect it just moves again.
The environment is on Prime Intellect's Environments Hub if anyone wants to try their own reward (prime env install clouthier-labs/second-strike). Rewards come from the game's own record, no LLM judge, and a seed always gives the same war.