Noah Syrkis
noah[at]syrkis.com
Parabellum

Parabellum

January 6, 2026
Thun, Switzerland
Parabellum is a large-scale, vectorized, faster than-real-time war-game developed in collaboration with the Swiss Military
PARABELLUMNoah SyrkisJanuary 6, 20261 |Introduction2 |Vectorization3 |Acceleration4 |Differentiation5 |SimulationThese slides presents a broad overview of the Parabellum environment shown in [1] T. Anne etal., “Harnessing Language for Coordination: A Framework and Benchmark for LLM-Driven Multi-Agent Control,” IEEE Transactions on Games, pp. 1–25, 2025, doi: 10.1109/TG.2025.3564042. Thisresearch is funded by Armasuisse.1 of 91 |IntroductionSandbox for large-scale, team-based wargames on real terrainDifferentiable JAX environment grounded in OpenStreetMapBuilt for fast iteration on autonomous tactics and analysis2 of 91 |IntroductionTraditional wargaming is not ready for ML, real geography, or beyond real time simulationManual setup slows sensitivity analysisGradient-free simulators block learning-based planning and seamless integration with deep learning pipelines (including LLMs and RL agents)3 of 92 |VectorizationProcedurally load maps + buildings for any geocoded area in a JAX [2] arrayUnits, teams, sensors as YAML config-files to specify game rules and team compositionsEntirely in JAX: batching, autodiff, vectorisationParallel rollouts across seeds + scenarios on accelerators4 of 93 |AccelerationReal war: high fidelity but slow, costly, unparallelizableParabellum: an RTS-like simulator where:Arbitrary numbers of sims can run in parallelFaster than real-timeTens of thousands of units per scenario5 of 94 |DifferentiationFully written in JAX [2]Vectorized via vmap, parallelized with pmapDirect integration into deep learning pipelinesBoosts model capacity for long-horizon strategy6 of 95 |SimulationTrajectories as (𝑠𝑡, 𝑎𝑡)–tuplesNo rewards Figure 1 — only flows of state andactionState 𝑠𝑡+1State 𝑠𝑡Observation 𝑜𝑡Action 𝑎𝑡Step 𝑡Figure 1: Rewardless partially observable MDPdiagram7 of 95 |SimulationState = (position, health, cooldown)Scene encodes terrain, ranges, unit typesAny Earth location loadable via OSM1Observation = visible units’ location, health, type, team1OpenStreetMap data8 of 9References[1]T. Anne et al., “Harnessing Language for Coordination: A Framework and Benchmark forLLM-Driven Multi-Agent Control,” IEEE Transactions on Games, pp. 1–25, 2025, doi: 10.1109/TG.2025.3564042.[2]J. Bradbury et al., “JAX: Composable Transformations of Python+NumPy Programs.” 2018.9 of 9
PARABELLUMNoah SyrkisJanuary 6, 20261 |Introduction2 |Vectorization3 |Acceleration4 |Differentiation5 |SimulationThese slides presents a broad overview of the Parabellum environment shown in [1] T. Anne etal., “Harnessing Language for Coordination: A Framework and Benchmark for LLM-Driven Multi-Agent Control,” IEEE Transactions on Games, pp. 1–25, 2025, doi: 10.1109/TG.2025.3564042. Thisresearch is funded by Armasuisse.1 of 91 |IntroductionSandbox for large-scale, team-based wargames on real terrainDifferentiable JAX environment grounded in OpenStreetMapBuilt for fast iteration on autonomous tactics and analysis2 of 91 |IntroductionTraditional wargaming is not ready for ML, real geography, or beyond real time simulationManual setup slows sensitivity analysisGradient-free simulators block learning-based planning and seamless integration with deep learning pipelines (including LLMs and RL agents)3 of 92 |VectorizationProcedurally load maps + buildings for any geocoded area in a JAX [2] arrayUnits, teams, sensors as YAML config-files to specify game rules and team compositionsEntirely in JAX: batching, autodiff, vectorisationParallel rollouts across seeds + scenarios on accelerators4 of 93 |AccelerationReal war: high fidelity but slow, costly, unparallelizableParabellum: an RTS-like simulator where:Arbitrary numbers of sims can run in parallelFaster than real-timeTens of thousands of units per scenario5 of 94 |DifferentiationFully written in JAX [2]Vectorized via vmap, parallelized with pmapDirect integration into deep learning pipelinesBoosts model capacity for long-horizon strategy6 of 95 |SimulationTrajectories as (𝑠𝑡, 𝑎𝑡)–tuplesNo rewards Figure 1 — only flows of state andactionState 𝑠𝑡+1State 𝑠𝑡Observation 𝑜𝑡Action 𝑎𝑡Step 𝑡Figure 1: Rewardless partially observable MDPdiagram7 of 95 |SimulationState = (position, health, cooldown)Scene encodes terrain, ranges, unit typesAny Earth location loadable via OSM1Observation = visible units’ location, health, type, team1OpenStreetMap data8 of 9References[1]T. Anne et al., “Harnessing Language for Coordination: A Framework and Benchmark forLLM-Driven Multi-Agent Control,” IEEE Transactions on Games, pp. 1–25, 2025, doi: 10.1109/TG.2025.3564042.[2]J. Bradbury et al., “JAX: Composable Transformations of Python+NumPy Programs.” 2018.9 of 9