NTH

Build, Don't Play: Self-Improving LLM Research Agents Develop a Hearthstone Battlegrounds AI That Rivals Top Players

AuthorsChanglian Ma, Limin Wang

AffiliationsNanjing University · Shanghai AI Laboratory

November 1, 2026 2 min read
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The one-line take

A team of LLM research agents builds a Hearthstone Battlegrounds AI that reportedly outperforms top human players on the live ladder.

Key results

978
Simulator game objects

TAVERN GYM implements all game objects in the evaluated patch.

18M
TAVERNAGENT parameters

Size of the PPO-trained transformer policy.

1.60
Live leaderboard average placement

TAVERNAGENT’s average over its last 20 public leaderboard records.

80%
Live leaderboard first places

Share of first-place finishes in those 20 records.

91%
Play-task accuracy

TAVERNAGENT’s score on the 368-task shared play set; GPT-6 Astra scored 63%.

0.03
Decision latency

Seconds per task for TAVERNAGENT, compared with 1.4 to 26 seconds for LLMs.

What the paper found

AUTOTAVERN uses specialized LLM research agents, a typed shared memory, five verification gates, and feedback from live games to improve both a game-playing system and the research process that builds it. In 20 days, the agents created TAVERN GYM, a faithful simulator containing all 978 objects in the game patch, and trained TAVERNAGENT with PPO using an 18M-parameter transformer against opponents calibrated to real play. On Hearthstone Battlegrounds’ live ladder, TAVERNAGENT reached about 15,000 rating; its last 20 public leaderboard records averaged 1.60 placement with 80% first places, compared with 2.34 placement and 59% first places for the ten highest-rated players together. TAVERNBENCH contains 960 tasks across 40 scenarios; on the 368-task shared play set, TAVERNAGENT answered 91% correctly, versus 63% for GPT-6 Astra. Claude Opus 5.5 and Gemini 3.8 Flash also trailed, and LLMs’ decision times ranged from 1.4 to 26 seconds, compared with 0.03 seconds for TAVERNAGENT. The central result is that frontier models can help build a strong specialized player but are much weaker and slower when asked to make the same decisions directly.

Original abstract

Can LLM agents carry a hard real-world problem from raw data to a system that holds its own against people? We study this in Hearthstone Battlegrounds, an eight-player auto-battler with stochastic shops and battles, hidden information and nearly a thousand interacting cards. We present AutoTavern, a self-improving research system: specialised LLM research agents share a typed research memory, every claim passes verification gates, and live games close the loop, so the agents improve the simulator, opponents and policy and, from the same feedback, their own research process; a human sets goals and rules on ambiguous mechanics. In 20 days AutoTavern built TavernGym, the first faithful, full-content reproduction of the live game, and delivered 23 versions of TavernAgent, trained with PPO against opponents calibrated to real games. TavernAgent plays complete games on the live ladder by itself: its rating rose from 6,000 to about 15,000 and, on the public leaderboard's measure, its last 20 records average a placement of 1.60 with 80% first places, better than the server's ten highest-rated players on every statistic (2.34, 59%). TavernBench, 960 tasks in 40 scenarios, shows that the system the agents built is the strongest player: TavernAgent answers 91% of the play tasks against at most 63% for frontier LLMs, and decides in 0.03 s where they need up to 26 s; within the second a live turn allows, it keeps 90% and no LLM more than 26%. LLM agents build far better than they play. We will open-source TavernBench and TavernGym at https://github.com/MCG-NJU/AutoTavern.

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