SPADE: Self-Play in Adaptive Synthetic Executable Environments
arxiv:2608.19197
Agents, open-endedness, AGI · 2026-08-19
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Contents
- SPADE ♠ \spadesuit : Self-Play in Adaptive Synthetic Executable Environments
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Preliminaries
- 3.1 Markov Decision Processes and Gym-Style Environments
- 3.2 RLVR and GRPO
- 4 SPADE : Self-Play in Adaptive Synthetic Executable Environments
- 4.1 Dual-Role Self-Play and Code-as-Environment
- 4.2 Hint-Based Regret Reward
- 4.3 Environment Design
- 5 Experimental Setup
- 5.1 SPADE Training Recipe
- 5.2 Domain: Games
- 5.3 Domain: Tool Use
- 6 Experimental Results
- 6.1 Quantitative Analysis
- 6.2 Qualitative Analysis
- 7 Ablations
- 7.1 Ablation: Environment Designer Adaptation
- 7.2 Ablation: Environment Designer Reward
- 8 Scaling Results
- 9 Discussion
- 10 Conclusion
- Acknowledgments
- Appendix E Theoretical Analysis [back to contents]
- E.1 Setup and Assumptions
- Environment class.
- Distribution notation.
- Inference protocol.
- Fine-tuning budget.
- Returns with and without hints.
- Game payoffs.
- Pure Nash equilibrium.
- Optimal values.
- Assumption E.1 (Sound generation) .
- Assumption E.2 (Articulated hints) .
- Assumption E.3 (Internalizability of hinted behavior) .
- E.2 Main Results
- Lemma E.4 (Hint-regret equals hint-free regret) .
- Proof.
- Theorem E.5 (Nash equilibria imply hint-free optimality on every environment) .
- Proof.
- Appendix F Method and Experiment Details [back to contents]
- F.1 System Prompts and Templates
- Environment-generation prompt.
- Multi-turn environment-generation prompt.
- Corpus-grounded interactive generation prompt.
- Tool-use generation prompt.
- Reasoning Agent gameplay prompt.
- F.2 Implementation Details
- F.3 Reproducibility
- F.3.1 Comparability Notes for Table 2
- Appendix G Extended Ablations [back to contents]
- Appendix H Extended Related Work [back to contents]
- H.1 Self-Play for LLMs
- H.2 Unsupervised Environment Design and Open-Endedness
- H.3 Synthetic Environment Generation
- H.4 Environment Scaling
- H.5 Agentic Memory Design and Self-Improving Code Systems
- Appendix I Extended Quantitative Analysis [back to contents]
- I.1 Games
- I.1.1 Environment Quality
- I.1.2 Environment Diversity
- Metric and calibration.
- Diversity is maintained at the ceiling.
- Corpus grounding drives diversity.
- Scope and limitations.
- Appendix J Extended Qualitative Analysis [back to contents]
- J.1 Games
- J.1.1 Additional Privileged-Hint Examples
- J.1.2 Environment Evolution over Training
- J.1.3 Matched-Step Generation Contrast
- J.2 Tool Use
- J.3 Generated Environment Gallery
- J.3.1 A Minimal Generated Environment
- J.3.2 Full Source of Two Exemplar Generated Environments
- Training step 0: CarOwnershipDisputeEnv (370 lines).
- Training step 384: ThermodynamicCycleManipulationLabEnv (376 lines).
- J.3.3 Full Source of a Generated Tool-Use Environment
- Training step 392: CustomerSupportTicketWorkflowEnv (200 lines).
- Instructions for reporting errors