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SubscribeLearning Language Games through Interaction
We introduce a new language learning setting relevant to building adaptive natural language interfaces. It is inspired by Wittgenstein's language games: a human wishes to accomplish some task (e.g., achieving a certain configuration of blocks), but can only communicate with a computer, who performs the actual actions (e.g., removing all red blocks). The computer initially knows nothing about language and therefore must learn it from scratch through interaction, while the human adapts to the computer's capabilities. We created a game in a blocks world and collected interactions from 100 people playing it. First, we analyze the humans' strategies, showing that using compositionality and avoiding synonyms correlates positively with task performance. Second, we compare computer strategies, showing how to quickly learn a semantic parsing model from scratch, and that modeling pragmatics further accelerates learning for successful players.
Autoformalization of Game Descriptions using Large Language Models
Game theory is a powerful framework for reasoning about strategic interactions, with applications in domains ranging from day-to-day life to international politics. However, applying formal reasoning tools in such contexts is challenging, as these scenarios are often expressed in natural language. To address this, we introduce a framework for the autoformalization of game-theoretic scenarios, which translates natural language descriptions into formal logic representations suitable for formal solvers. Our approach utilizes one-shot prompting and a solver that provides feedback on syntactic correctness to allow LLMs to refine the code. We evaluate the framework using GPT-4o and a dataset of natural language problem descriptions, achieving 98% syntactic correctness and 88% semantic correctness. These results show the potential of LLMs to bridge the gap between real-life strategic interactions and formal reasoning.
Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf
Communication games, which we refer to as incomplete information games that heavily depend on natural language communication, hold significant research value in fields such as economics, social science, and artificial intelligence. In this work, we explore the problem of how to engage large language models (LLMs) in communication games, and in response, propose a tuning-free framework. Our approach keeps LLMs frozen, and relies on the retrieval and reflection on past communications and experiences for improvement. An empirical study on the representative and widely-studied communication game, ``Werewolf'', demonstrates that our framework can effectively play Werewolf game without tuning the parameters of the LLMs. More importantly, strategic behaviors begin to emerge in our experiments, suggesting that it will be a fruitful journey to engage LLMs in communication games and associated domains.
Connecting the Dots: Evaluating Abstract Reasoning Capabilities of LLMs Using the New York Times Connections Word Game
The New York Times Connections game has emerged as a popular and challenging pursuit for word puzzle enthusiasts. We collect 438 Connections games to evaluate the performance of state-of-the-art large language models (LLMs) against expert and novice human players. Our results show that even the best performing LLM, Claude 3.5 Sonnet, which has otherwise shown impressive reasoning abilities on a wide variety of benchmarks, can only fully solve 18% of the games. Novice and expert players perform better than Claude 3.5 Sonnet, with expert human players significantly outperforming it. We create a taxonomy of the knowledge types required to successfully cluster and categorize words in the Connections game. We find that while LLMs perform relatively well on categorizing words based on semantic relations they struggle with other types of knowledge such as Encyclopedic Knowledge, Multiword Expressions or knowledge that combines both Word Form and Meaning. Our results establish the New York Times Connections game as a challenging benchmark for evaluating abstract reasoning capabilities in AI systems.
Competition and Diversity in Generative AI
Recent evidence suggests that the use of generative artificial intelligence reduces the diversity of content produced. In this work, we develop a game-theoretic model to explore the downstream consequences of content homogeneity when producers use generative AI to compete with one another. At equilibrium, players indeed produce content that is less diverse than optimal. However, stronger competition mitigates homogeneity and induces more diverse production. Perhaps more surprisingly, we show that a generative AI model that performs well in isolation (i.e., according to a benchmark) may fail to do so when faced with competition, and vice versa. We validate our results empirically by using language models to play Scattergories, a word game in which players are rewarded for producing answers that are both correct and unique. We discuss how the interplay between competition and homogeneity has implications for the development, evaluation, and use of generative AI.
Bayesian open games
This paper generalises the treatment of compositional game theory as introduced by the second and third authors with Ghani and Winschel, where games are modelled as morphisms of a symmetric monoidal category. From an economic modelling perspective, the existing notion of an open game is not expressive enough for many applications. This includes stochastic environments, stochastic choices by players, as well as incomplete information regarding the game being played. The current paper addresses these three issue all at once. To achieve this we make significant use of category theory, especially the 'coend optics' of Riley.
How Masterly Are People at Playing with Their Vocabulary? Analysis of the Wordle Game for Latvian
In this paper, we describe adaptation of a simple word guessing game that occupied the hearts and minds of people around the world. There are versions for all three Baltic countries and even several versions of each. We specifically pay attention to the Latvian version and look into how people form their guesses given any already uncovered hints. The paper analyses guess patterns, easy and difficult word characteristics, and player behaviour and response.
Situated Language Learning via Interactive Narratives
This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.
Evaluating Language Model Agency through Negotiations
We introduce an approach to evaluate language model (LM) agency using negotiation games. This approach better reflects real-world use cases and addresses some of the shortcomings of alternative LM benchmarks. Negotiation games enable us to study multi-turn, and cross-model interactions, modulate complexity, and side-step accidental evaluation data leakage. We use our approach to test six widely used and publicly accessible LMs, evaluating performance and alignment in both self-play and cross-play settings. Noteworthy findings include: (i) only closed-source models tested here were able to complete these tasks; (ii) cooperative bargaining games proved to be most challenging to the models; and (iii) even the most powerful models sometimes "lose" to weaker opponents
GAVEL: Generating Games Via Evolution and Language Models
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and accurately evaluating the originality and quality of previously unseen games. Prior work in automated game generation has largely focused on relatively restricted rule representations and relied on domain-specific heuristics. In this work, we explore the generation of novel games in the comparatively expansive Ludii game description language, which encodes the rules of over 1000 board games in a variety of styles and modes of play. We draw inspiration from recent advances in large language models and evolutionary computation in order to train a model that intelligently mutates and recombines games and mechanics expressed as code. We demonstrate both quantitatively and qualitatively that our approach is capable of generating new and interesting games, including in regions of the potential rules space not covered by existing games in the Ludii dataset. A sample of the generated games are available to play online through the Ludii portal.
Semantics and Spatiality of Emergent Communication
When artificial agents are jointly trained to perform collaborative tasks using a communication channel, they develop opaque goal-oriented communication protocols. Good task performance is often considered sufficient evidence that meaningful communication is taking place, but existing empirical results show that communication strategies induced by common objectives can be counterintuitive whilst solving the task nearly perfectly. In this work, we identify a goal-agnostic prerequisite to meaningful communication, which we term semantic consistency, based on the idea that messages should have similar meanings across instances. We provide a formal definition for this idea, and use it to compare the two most common objectives in the field of emergent communication: discrimination and reconstruction. We prove, under mild assumptions, that semantically inconsistent communication protocols can be optimal solutions to the discrimination task, but not to reconstruction. We further show that the reconstruction objective encourages a stricter property, spatial meaningfulness, which also accounts for the distance between messages. Experiments with emergent communication games validate our theoretical results. These findings demonstrate an inherent advantage of distance-based communication goals, and contextualize previous empirical discoveries.
VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation
Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.
Towards Graph Representation Learning in Emergent Communication
Recent findings in neuroscience suggest that the human brain represents information in a geometric structure (for instance, through conceptual spaces). In order to communicate, we flatten the complex representation of entities and their attributes into a single word or a sentence. In this paper we use graph convolutional networks to support the evolution of language and cooperation in multi-agent systems. Motivated by an image-based referential game, we propose a graph referential game with varying degrees of complexity, and we provide strong baseline models that exhibit desirable properties in terms of language emergence and cooperation. We show that the emerged communication protocol is robust, that the agents uncover the true factors of variation in the game, and that they learn to generalize beyond the samples encountered during training.
RLCard: A Toolkit for Reinforcement Learning in Card Games
RLCard is an open-source toolkit for reinforcement learning research in card games. It supports various card environments with easy-to-use interfaces, including Blackjack, Leduc Hold'em, Texas Hold'em, UNO, Dou Dizhu and Mahjong. The goal of RLCard is to bridge reinforcement learning and imperfect information games, and push forward the research of reinforcement learning in domains with multiple agents, large state and action space, and sparse reward. In this paper, we provide an overview of the key components in RLCard, a discussion of the design principles, a brief introduction of the interfaces, and comprehensive evaluations of the environments. The codes and documents are available at https://github.com/datamllab/rlcard
Multi-agent KTO: Reinforcing Strategic Interactions of Large Language Model in Language Game
Achieving Artificial General Intelligence (AGI) requires AI agents that can not only make stratigic decisions but also engage in flexible and meaningful communication. Inspired by Wittgenstein's language game theory in Philosophical Investigations, we propose that language agents can learn through in-context interaction rather than traditional multi-stage frameworks that separate decision-making from language expression. Using Werewolf, a social deduction game that tests language understanding, strategic interaction, and adaptability, we develop the Multi-agent Kahneman & Tversky's Optimization (MaKTO). MaKTO engages diverse models in extensive gameplay to generate unpaired desirable and unacceptable responses, then employs KTO to refine the model's decision-making process. In 9-player Werewolf games, MaKTO achieves a 61% average win rate across various models, outperforming GPT-4o and two-stage RL agents by relative improvements of 23.0% and 10.9%, respectively. Notably, MaKTO also demonstrates human-like performance, winning 60% against expert players and showing only 49% detectability in Turing-style blind tests. These results showcase MaKTO's superior decision-making, strategic adaptation, and natural language generation in complex social deduction games.
Boundless Socratic Learning with Language Games
An agent trained within a closed system can master any desired capability, as long as the following three conditions hold: (a) it receives sufficiently informative and aligned feedback, (b) its coverage of experience/data is broad enough, and (c) it has sufficient capacity and resource. In this position paper, we justify these conditions, and consider what limitations arise from (a) and (b) in closed systems, when assuming that (c) is not a bottleneck. Considering the special case of agents with matching input and output spaces (namely, language), we argue that such pure recursive self-improvement, dubbed "Socratic learning", can boost performance vastly beyond what is present in its initial data or knowledge, and is only limited by time, as well as gradual misalignment concerns. Furthermore, we propose a constructive framework to implement it, based on the notion of language games.
SmartPlay : A Benchmark for LLMs as Intelligent Agents
Recent large language models (LLMs) have demonstrated great potential toward intelligent agents and next-gen automation, but there currently lacks a systematic benchmark for evaluating LLMs' abilities as agents. We introduce SmartPlay: both a challenging benchmark and a methodology for evaluating LLMs as agents. SmartPlay consists of 6 different games, including Rock-Paper-Scissors, Tower of Hanoi, Minecraft. Each game features a unique setting, providing up to 20 evaluation settings and infinite environment variations. Each game in SmartPlay uniquely challenges a subset of 9 important capabilities of an intelligent LLM agent, including reasoning with object dependencies, planning ahead, spatial reasoning, learning from history, and understanding randomness. The distinction between the set of capabilities each game test allows us to analyze each capability separately. SmartPlay serves not only as a rigorous testing ground for evaluating the overall performance of LLM agents but also as a road-map for identifying gaps in current methodologies. We release our benchmark at github.com/LLMsmartplay/SmartPlay
TMGBench: A Systematic Game Benchmark for Evaluating Strategic Reasoning Abilities of LLMs
The rapid advancement of large language models (LLMs) has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate LLMs' strategic reasoning capabilities, game theory, with its concise structure, has become a preferred approach. However, current research focuses on a limited selection of games, resulting in low coverage. Classic game scenarios risk data leakage, and existing benchmarks often lack extensibility, making them inadequate for evaluating state-of-the-art models. To address these challenges, we propose TMGBench, a benchmark with comprehensive game type coverage, novel scenarios, and flexible organization. Specifically, we incorporate all 144 game types summarized by the Robinson-Goforth topology of 2x2 games, constructed as classic games. We also employ synthetic data generation to create diverse, higher-quality scenarios through topic guidance and human inspection, referred to as story-based games. Lastly, we provide a sustainable framework for increasingly powerful LLMs by treating these games as atomic units and organizing them into more complex forms via sequential, parallel, and nested structures. Our comprehensive evaluation of mainstream LLMs covers tests on rational reasoning, robustness, Theory-of-Mind (ToM), and reasoning in complex forms. Results reveal flaws in accuracy, consistency, and varying mastery of ToM. Additionally, o1-mini, OpenAI's latest reasoning model, achieved accuracy rates of 66.6%, 60.0%, and 70.0% on sequential, parallel, and nested games, highlighting TMGBench's challenges.
CODEX: A Cluster-Based Method for Explainable Reinforcement Learning
Despite the impressive feats demonstrated by Reinforcement Learning (RL), these algorithms have seen little adoption in high-risk, real-world applications due to current difficulties in explaining RL agent actions and building user trust. We present Counterfactual Demonstrations for Explanation (CODEX), a method that incorporates semantic clustering, which can effectively summarize RL agent behavior in the state-action space. Experimentation on the MiniGrid and StarCraft II gaming environments reveals the semantic clusters retain temporal as well as entity information, which is reflected in the constructed summary of agent behavior. Furthermore, clustering the discrete+continuous game-state latent representations identifies the most crucial episodic events, demonstrating a relationship between the latent and semantic spaces. This work contributes to the growing body of work that strives to unlock the power of RL for widespread use by leveraging and extending techniques from Natural Language Processing.
ALYMPICS: LLM Agents Meet Game Theory -- Exploring Strategic Decision-Making with AI Agents
This paper introduces Alympics (Olympics for Agents), a systematic simulation framework utilizing Large Language Model (LLM) agents for game theory research. Alympics creates a versatile platform for studying complex game theory problems, bridging the gap between theoretical game theory and empirical investigations by providing a controlled environment for simulating human-like strategic interactions with LLM agents. In our pilot case study, the "Water Allocation Challenge," we explore Alympics through a challenging strategic game focused on the multi-round auction on scarce survival resources. This study demonstrates the framework's ability to qualitatively and quantitatively analyze game determinants, strategies, and outcomes. Additionally, we conduct a comprehensive human assessment and an in-depth evaluation of LLM agents in strategic decision-making scenarios. Our findings not only expand the understanding of LLM agents' proficiency in emulating human strategic behavior but also highlight their potential in advancing game theory knowledge, thereby enriching our understanding of both game theory and empowering further research into strategic decision-making domains with LLM agents. Codes, prompts, and all related resources are available at https://github.com/microsoft/Alympics.
Rationalization: A Neural Machine Translation Approach to Generating Natural Language Explanations
We introduce AI rationalization, an approach for generating explanations of autonomous system behavior as if a human had performed the behavior. We describe a rationalization technique that uses neural machine translation to translate internal state-action representations of an autonomous agent into natural language. We evaluate our technique in the Frogger game environment, training an autonomous game playing agent to rationalize its action choices using natural language. A natural language training corpus is collected from human players thinking out loud as they play the game. We motivate the use of rationalization as an approach to explanation generation and show the results of two experiments evaluating the effectiveness of rationalization. Results of these evaluations show that neural machine translation is able to accurately generate rationalizations that describe agent behavior, and that rationalizations are more satisfying to humans than other alternative methods of explanation.
Two Giraffes in a Dirt Field: Using Game Play to Investigate Situation Modelling in Large Multimodal Models
While the situation has improved for text-only models, it again seems to be the case currently that multimodal (text and image) models develop faster than ways to evaluate them. In this paper, we bring a recently developed evaluation paradigm from text models to multimodal models, namely evaluation through the goal-oriented game (self) play, complementing reference-based and preference-based evaluation. Specifically, we define games that challenge a model's capability to represent a situation from visual information and align such representations through dialogue. We find that the largest closed models perform rather well on the games that we define, while even the best open-weight models struggle with them. On further analysis, we find that the exceptional deep captioning capabilities of the largest models drive some of the performance. There is still room to grow for both kinds of models, ensuring the continued relevance of the benchmark.
ChessGPT: Bridging Policy Learning and Language Modeling
When solving decision-making tasks, humans typically depend on information from two key sources: (1) Historical policy data, which provides interaction replay from the environment, and (2) Analytical insights in natural language form, exposing the invaluable thought process or strategic considerations. Despite this, the majority of preceding research focuses on only one source: they either use historical replay exclusively to directly learn policy or value functions, or engaged in language model training utilizing mere language corpus. In this paper, we argue that a powerful autonomous agent should cover both sources. Thus, we propose ChessGPT, a GPT model bridging policy learning and language modeling by integrating data from these two sources in Chess games. Specifically, we build a large-scale game and language dataset related to chess. Leveraging the dataset, we showcase two model examples ChessCLIP and ChessGPT, integrating policy learning and language modeling. Finally, we propose a full evaluation framework for evaluating language model's chess ability. Experimental results validate our model and dataset's effectiveness. We open source our code, model, and dataset at https://github.com/waterhorse1/ChessGPT.
Knowledge-enhanced Agents for Interactive Text Games
Communication via natural language is a crucial aspect of intelligence, and it requires computational models to learn and reason about world concepts, with varying levels of supervision. While there has been significant progress made on fully-supervised non-interactive tasks, such as question-answering and procedural text understanding, much of the community has turned to various sequential interactive tasks, as in semi-Markov text-based games, which have revealed limitations of existing approaches in terms of coherence, contextual awareness, and their ability to learn effectively from the environment. In this paper, we propose a framework for enabling improved functional grounding of agents in text-based games. Specifically, we consider two forms of domain knowledge that we inject into learning-based agents: memory of previous correct actions and affordances of relevant objects in the environment. Our framework supports three representative model classes: `pure' reinforcement learning (RL) agents, RL agents enhanced with knowledge graphs, and agents equipped with language models. Furthermore, we devise multiple injection strategies for the above domain knowledge types and agent architectures, including injection via knowledge graphs and augmentation of the existing input encoding strategies. We perform all experiments on the ScienceWorld text-based game environment, to illustrate the performance of various model configurations in challenging science-related instruction-following tasks. Our findings provide crucial insights on the development of effective natural language processing systems for interactive contexts.
Can Large Language Models Serve as Rational Players in Game Theory? A Systematic Analysis
Game theory, as an analytical tool, is frequently utilized to analyze human behavior in social science research. With the high alignment between the behavior of Large Language Models (LLMs) and humans, a promising research direction is to employ LLMs as substitutes for humans in game experiments, enabling social science research. However, despite numerous empirical researches on the combination of LLMs and game theory, the capability boundaries of LLMs in game theory remain unclear. In this research, we endeavor to systematically analyze LLMs in the context of game theory. Specifically, rationality, as the fundamental principle of game theory, serves as the metric for evaluating players' behavior -- building a clear desire, refining belief about uncertainty, and taking optimal actions. Accordingly, we select three classical games (dictator game, Rock-Paper-Scissors, and ring-network game) to analyze to what extent LLMs can achieve rationality in these three aspects. The experimental results indicate that even the current state-of-the-art LLM (GPT-4) exhibits substantial disparities compared to humans in game theory. For instance, LLMs struggle to build desires based on uncommon preferences, fail to refine belief from many simple patterns, and may overlook or modify refined belief when taking actions. Therefore, we consider that introducing LLMs into game experiments in the field of social science should be approached with greater caution.
Efficacy of Language Model Self-Play in Non-Zero-Sum Games
Game-playing agents like AlphaGo have achieved superhuman performance through self-play, which is theoretically guaranteed to yield optimal policies in competitive games. However, most language tasks are partially or fully cooperative, so it is an open question whether techniques like self-play can effectively be used to improve language models. We empirically investigate this question in a negotiation game setting known as Deal or No Deal (DoND). Crucially, the objective in DoND can be modified to produce a fully cooperative game, a strictly competitive one, or anything in between. We finetune language models in self-play over multiple rounds of filtered behavior cloning in DoND for each of these objectives. Contrary to expectations, we find that language model self-play leads to significant performance gains in both cooperation and competition with humans, suggesting that self-play and related techniques have promise despite a lack of theoretical guarantees.
EXPLORER: Exploration-guided Reasoning for Textual Reinforcement Learning
Text-based games (TBGs) have emerged as an important collection of NLP tasks, requiring reinforcement learning (RL) agents to combine natural language understanding with reasoning. A key challenge for agents attempting to solve such tasks is to generalize across multiple games and demonstrate good performance on both seen and unseen objects. Purely deep-RL-based approaches may perform well on seen objects; however, they fail to showcase the same performance on unseen objects. Commonsense-infused deep-RL agents may work better on unseen data; unfortunately, their policies are often not interpretable or easily transferable. To tackle these issues, in this paper, we present EXPLORER which is an exploration-guided reasoning agent for textual reinforcement learning. EXPLORER is neurosymbolic in nature, as it relies on a neural module for exploration and a symbolic module for exploitation. It can also learn generalized symbolic policies and perform well over unseen data. Our experiments show that EXPLORER outperforms the baseline agents on Text-World cooking (TW-Cooking) and Text-World Commonsense (TWC) games.
GTBench: Uncovering the Strategic Reasoning Limitations of LLMs via Game-Theoretic Evaluations
As Large Language Models (LLMs) are integrated into critical real-world applications, their strategic and logical reasoning abilities are increasingly crucial. This paper evaluates LLMs' reasoning abilities in competitive environments through game-theoretic tasks, e.g., board and card games that require pure logic and strategic reasoning to compete with opponents. We first propose GTBench, a language-driven environment composing 10 widely-recognized tasks, across a comprehensive game taxonomy: complete versus incomplete information, dynamic versus static, and probabilistic versus deterministic scenarios. Then, we investigate two key problems: (1) Characterizing game-theoretic reasoning of LLMs; (2) LLM-vs-LLM competitions as reasoning evaluation. We observe that (1) LLMs have distinct behaviors regarding various gaming scenarios; for example, LLMs fail in complete and deterministic games yet they are competitive in probabilistic gaming scenarios; (2) Open-source LLMs, e.g., CodeLlama-34b-Instruct, are less competitive than commercial LLMs, e.g., GPT-4, in complex games. In addition, code-pretraining greatly benefits strategic reasoning, while advanced reasoning methods such as Chain-of-Thought (CoT) and Tree-of-Thought (ToT) do not always help. Detailed error profiles are also provided for a better understanding of LLMs' behavior.
StarCraft II: A New Challenge for Reinforcement Learning
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.
Self-playing Adversarial Language Game Enhances LLM Reasoning
We explore the self-play training procedure of large language models (LLMs) in a two-player adversarial language game called Adversarial Taboo. In this game, an attacker and a defender communicate around a target word only visible to the attacker. The attacker aims to induce the defender to speak the target word unconsciously, while the defender tries to infer the target word from the attacker's utterances. To win the game, both players should have sufficient knowledge about the target word and high-level reasoning ability to infer and express in this information-reserved conversation. Hence, we are curious about whether LLMs' reasoning ability can be further enhanced by self-play in this adversarial language game (SPAG). With this goal, we select several open-source LLMs and let each act as the attacker and play with a copy of itself as the defender on an extensive range of target words. Through reinforcement learning on the game outcomes, we observe that the LLMs' performances uniformly improve on a broad range of reasoning benchmarks. Furthermore, iteratively adopting this self-play process can continuously promote LLMs' reasoning abilities. The code is at https://github.com/Linear95/SPAG.
"Pick-and-Pass" as a Hat-Trick Class for First-Principle Memory, Generalizability, and Interpretability Benchmarks
Closed drafting or "pick and pass" is a popular game mechanic where each round players select a card or other playable element from their hand and pass the rest to the next player. Games employing closed drafting make for great studies on memory and turn order due to their explicitly calculable memory of other players' hands. In this paper, we establish first-principle benchmarks for studying model-free reinforcement learning algorithms and their comparative ability to learn memory in a popular family of closed drafting games called "Sushi Go Party!", producing state-of-the-art results on this environment along the way. Furthermore, as Sushi Go Party! can be expressed as a set of closely-related games based on the set of cards in play, we quantify the generalizability of reinforcement learning algorithms trained on various sets of cards, establishing key trends between generalized performance and the set distance between the train and evaluation game configurations. Finally, we fit decision rules to interpret the strategy of the learned models and compare them to the ranking preferences of human players, finding intuitive common rules and intriguing new moves.
Improving Language Model Negotiation with Self-Play and In-Context Learning from AI Feedback
We study whether multiple large language models (LLMs) can autonomously improve each other in a negotiation game by playing, reflecting, and criticizing. We are interested in this question because if LLMs were able to improve each other, it would imply the possibility of creating strong AI agents with minimal human intervention. We ask two LLMs to negotiate with each other, playing the roles of a buyer and a seller, respectively. They aim to reach a deal with the buyer targeting a lower price and the seller a higher one. A third language model, playing the critic, provides feedback to a player to improve the player's negotiation strategies. We let the two agents play multiple rounds, using previous negotiation history and AI feedback as in-context demonstrations to improve the model's negotiation strategy iteratively. We use different LLMs (GPT and Claude) for different roles and use the deal price as the evaluation metric. Our experiments reveal multiple intriguing findings: (1) Only a subset of the language models we consider can self-play and improve the deal price from AI feedback, weaker models either do not understand the game's rules or cannot incorporate AI feedback for further improvement. (2) Models' abilities to learn from the feedback differ when playing different roles. For example, it is harder for Claude-instant to improve as the buyer than as the seller. (3) When unrolling the game to multiple rounds, stronger agents can consistently improve their performance by meaningfully using previous experiences and iterative AI feedback, yet have a higher risk of breaking the deal. We hope our work provides insightful initial explorations of having models autonomously improve each other with game playing and AI feedback.
GLEE: A Unified Framework and Benchmark for Language-based Economic Environments
Large Language Models (LLMs) show significant potential in economic and strategic interactions, where communication via natural language is often prevalent. This raises key questions: Do LLMs behave rationally? Can they mimic human behavior? Do they tend to reach an efficient and fair outcome? What is the role of natural language in the strategic interaction? How do characteristics of the economic environment influence these dynamics? These questions become crucial concerning the economic and societal implications of integrating LLM-based agents into real-world data-driven systems, such as online retail platforms and recommender systems. While the ML community has been exploring the potential of LLMs in such multi-agent setups, varying assumptions, design choices and evaluation criteria across studies make it difficult to draw robust and meaningful conclusions. To address this, we introduce a benchmark for standardizing research on two-player, sequential, language-based games. Inspired by the economic literature, we define three base families of games with consistent parameterization, degrees of freedom and economic measures to evaluate agents' performance (self-gain), as well as the game outcome (efficiency and fairness). We develop an open-source framework for interaction simulation and analysis, and utilize it to collect a dataset of LLM vs. LLM interactions across numerous game configurations and an additional dataset of human vs. LLM interactions. Through extensive experimentation, we demonstrate how our framework and dataset can be used to: (i) compare the behavior of LLM-based agents to human players in various economic contexts; (ii) evaluate agents in both individual and collective performance measures; and (iii) quantify the effect of the economic characteristics of the environments on the behavior of agents.
Decoupling Strategy and Generation in Negotiation Dialogues
We consider negotiation settings in which two agents use natural language to bargain on goods. Agents need to decide on both high-level strategy (e.g., proposing \50) and the execution of that strategy (e.g., generating "The bike is brand new. Selling for just 50."). Recent work on negotiation trains neural models, but their end-to-end nature makes it hard to control their strategy, and reinforcement learning tends to lead to degenerate solutions. In this paper, we propose a modular approach based on coarse di- alogue acts (e.g., propose(price=50)) that decouples strategy and generation. We show that we can flexibly set the strategy using supervised learning, reinforcement learning, or domain-specific knowledge without degeneracy, while our retrieval-based generation can maintain context-awareness and produce diverse utterances. We test our approach on the recently proposed DEALORNODEAL game, and we also collect a richer dataset based on real items on Craigslist. Human evaluation shows that our systems achieve higher task success rate and more human-like negotiation behavior than previous approaches.
From open learners to open games
The categories of open learners (due to Fong, Spivak and Tuy\'eras) and open games (due to the present author, Ghani, Winschel and Zahn) bear a very striking and unexpected similarity. The purpose of this short note is to prove that there is a faithful symmetric monoidal functor from the former to the latter, which means that any supervised neural network (without feedback or other complicating features) can be seen as an open game in a canonical way. Roughly, each parameter is controlled by a different player, and the game's best response relation encodes the dynamics of gradient descent. We suggest paths for further work exploiting the link.
Will GPT-4 Run DOOM?
We show that GPT-4's reasoning and planning capabilities extend to the 1993 first-person shooter Doom. This large language model (LLM) is able to run and play the game with only a few instructions, plus a textual description--generated by the model itself from screenshots--about the state of the game being observed. We find that GPT-4 can play the game to a passable degree: it is able to manipulate doors, combat enemies, and perform pathing. More complex prompting strategies involving multiple model calls provide better results. While further work is required to enable the LLM to play the game as well as its classical, reinforcement learning-based counterparts, we note that GPT-4 required no training, leaning instead on its own reasoning and observational capabilities. We hope our work pushes the boundaries on intelligent, LLM-based agents in video games. We conclude by discussing the ethical implications of our work.
ChessVision -- A Dataset for Logically Coherent Multi-label Classification
Starting with early successes in computer vision tasks, deep learning based techniques have since overtaken state of the art approaches in a multitude of domains. However, it has been demonstrated time and again that these techniques fail to capture semantic context and logical constraints, instead often relying on spurious correlations to arrive at the answer. Since application of deep learning techniques to critical scenarios are dependent on adherence to domain specific constraints, several attempts have been made to address this issue. One limitation holding back a thorough exploration of this area, is a lack of suitable datasets which feature a rich set of rules. In order to address this, we present the ChessVision Dataset, consisting of 200,000+ images of annotated chess games in progress, requiring recreation of the game state from its corresponding image. This is accompanied by a curated set of rules which constrains the set of predictions to "reasonable" game states, and are designed to probe key semantic abilities like localization and enumeration. Alongside standard metrics, additional metrics to measure performance with regards to logical consistency is presented. We analyze several popular and state of the art vision models on this task, and show that, although their performance on standard metrics are laudable, they produce a plethora of incoherent results, indicating that this dataset presents a significant challenge for future works.
K-Level Reasoning with Large Language Models
While Large Language Models (LLMs) have demonstrated their proficiency in complex reasoning tasks, their performance in dynamic, interactive, and competitive scenarios - such as business strategy and stock market analysis - remains underexplored. To bridge this gap, we formally explore the dynamic reasoning capabilities of LLMs for decision-making in rapidly evolving environments. We introduce two game theory-based pilot challenges that mirror the complexities of real-world dynamic decision-making. These challenges are well-defined, enabling clear, controllable, and precise evaluation of LLMs' dynamic reasoning abilities. Through extensive experiments, we find that existing reasoning methods tend to falter in dynamic settings that require k-level thinking - a key concept not tackled by previous works. To address this, we propose a novel reasoning approach for LLMs, named "K-Level Reasoning". This approach adopts the perspective of rivals to recursively employ k-level thinking based on available historical information, which significantly improves the prediction accuracy of rivals' subsequent moves and informs more strategic decision-making. This research not only sets a robust quantitative benchmark for the assessment of dynamic reasoning but also markedly enhances the proficiency of LLMs in dynamic contexts.
AI safety via debate
To make AI systems broadly useful for challenging real-world tasks, we need them to learn complex human goals and preferences. One approach to specifying complex goals asks humans to judge during training which agent behaviors are safe and useful, but this approach can fail if the task is too complicated for a human to directly judge. To help address this concern, we propose training agents via self play on a zero sum debate game. Given a question or proposed action, two agents take turns making short statements up to a limit, then a human judges which of the agents gave the most true, useful information. In an analogy to complexity theory, debate with optimal play can answer any question in PSPACE given polynomial time judges (direct judging answers only NP questions). In practice, whether debate works involves empirical questions about humans and the tasks we want AIs to perform, plus theoretical questions about the meaning of AI alignment. We report results on an initial MNIST experiment where agents compete to convince a sparse classifier, boosting the classifier's accuracy from 59.4% to 88.9% given 6 pixels and from 48.2% to 85.2% given 4 pixels. Finally, we discuss theoretical and practical aspects of the debate model, focusing on potential weaknesses as the model scales up, and we propose future human and computer experiments to test these properties.
Diegetic Representation of Feedback in Open Games
We improve the framework of open games with agency by showing how the players' counterfactual analysis giving rise to Nash equilibria can be described in the dynamics of the game itself (hence diegetically), getting rid of devices such as equilibrium predicates. This new approach overlaps almost completely with the way gradient-based learners are specified and trained. Indeed, we show feedback propagation in games can be seen as a form of backpropagation, with a crucial difference explaining the distinctive character of the phenomenology of non-cooperative games. We outline a functorial construction of arena of games, show players form a subsystem over it, and prove that their 'fixpoint behaviours' are Nash equilibria.
Clembench: Using Game Play to Evaluate Chat-Optimized Language Models as Conversational Agents
Recent work has proposed a methodology for the systematic evaluation of "Situated Language Understanding Agents"-agents that operate in rich linguistic and non-linguistic contexts-through testing them in carefully constructed interactive settings. Other recent work has argued that Large Language Models (LLMs), if suitably set up, can be understood as (simulators of) such agents. A connection suggests itself, which this paper explores: Can LLMs be evaluated meaningfully by exposing them to constrained game-like settings that are built to challenge specific capabilities? As a proof of concept, this paper investigates five interaction settings, showing that current chat-optimised LLMs are, to an extent, capable to follow game-play instructions. Both this capability and the quality of the game play, measured by how well the objectives of the different games are met, follows the development cycle, with newer models performing better. The metrics even for the comparatively simple example games are far from being saturated, suggesting that the proposed instrument will remain to have diagnostic value. Our general framework for implementing and evaluating games with LLMs is available at https://github.com/clp-research/clembench.
Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)
We develop a method of adapting the AlphaZero model to General Game Playing (GGP) that focuses on faster model generation and requires less knowledge to be extracted from the game rules. The dataset generation uses MCTS playing instead of self-play; only the value network is used, and attention layers replace the convolutional ones. This allows us to abandon any assumptions about the action space and board topology. We implement the method within the Regular Boardgames GGP system and show that we can build models outperforming the UCT baseline for most games efficiently.
Multilingual Persuasion Detection: Video Games as an Invaluable Data Source for NLP
Role-playing games (RPGs) have a considerable amount of text in video game dialogues. Quite often this text is semi-annotated by the game developers. In this paper, we extract a multilingual dataset of persuasive dialogue from several RPGs. We show the viability of this data in building a persuasion detection system using a natural language processing (NLP) model called BERT. We believe that video games have a lot of unused potential as a datasource for a variety of NLP tasks. The code and data described in this paper are available on Zenodo.
Game-theoretic LLM: Agent Workflow for Negotiation Games
This paper investigates the rationality of large language models (LLMs) in strategic decision-making contexts, specifically within the framework of game theory. We evaluate several state-of-the-art LLMs across a spectrum of complete-information and incomplete-information games. Our findings reveal that LLMs frequently deviate from rational strategies, particularly as the complexity of the game increases with larger payoff matrices or deeper sequential trees. To address these limitations, we design multiple game-theoretic workflows that guide the reasoning and decision-making processes of LLMs. These workflows aim to enhance the models' ability to compute Nash Equilibria and make rational choices, even under conditions of uncertainty and incomplete information. Experimental results demonstrate that the adoption of these workflows significantly improves the rationality and robustness of LLMs in game-theoretic tasks. Specifically, with the workflow, LLMs exhibit marked improvements in identifying optimal strategies, achieving near-optimal allocations in negotiation scenarios, and reducing susceptibility to exploitation during negotiations. Furthermore, we explore the meta-strategic considerations of whether it is rational for agents to adopt such workflows, recognizing that the decision to use or forgo the workflow constitutes a game-theoretic issue in itself. Our research contributes to a deeper understanding of LLMs' decision-making capabilities in strategic contexts and provides insights into enhancing their rationality through structured workflows. The findings have implications for the development of more robust and strategically sound AI agents capable of navigating complex interactive environments. Code and data supporting this study are available at https://github.com/Wenyueh/game_theory.
The Consensus Game: Language Model Generation via Equilibrium Search
When applied to question answering and other text generation tasks, language models (LMs) may be queried generatively (by sampling answers from their output distribution) or discriminatively (by using them to score or rank a set of candidate outputs). These procedures sometimes yield very different predictions. How do we reconcile mutually incompatible scoring procedures to obtain coherent LM predictions? We introduce a new, a training-free, game-theoretic procedure for language model decoding. Our approach casts language model decoding as a regularized imperfect-information sequential signaling game - which we term the CONSENSUS GAME - in which a GENERATOR seeks to communicate an abstract correctness parameter using natural language sentences to a DISCRIMINATOR. We develop computational procedures for finding approximate equilibria of this game, resulting in a decoding algorithm we call EQUILIBRIUM-RANKING. Applied to a large number of tasks (including reading comprehension, commonsense reasoning, mathematical problem-solving, and dialog), EQUILIBRIUM-RANKING consistently, and sometimes substantially, improves performance over existing LM decoding procedures - on multiple benchmarks, we observe that applying EQUILIBRIUM-RANKING to LLaMA-7B outperforms the much larger LLaMA-65B and PaLM-540B models. These results highlight the promise of game-theoretic tools for addressing fundamental challenges of truthfulness and consistency in LMs.
Thespian: Multi-Character Text Role-Playing Game Agents
Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.
Language Agents with Reinforcement Learning for Strategic Play in the Werewolf Game
Agents built with large language models (LLMs) have shown great potential across a wide range of domains. However, in complex decision-making tasks, pure LLM-based agents tend to exhibit intrinsic bias in their choice of actions, which is inherited from the model's training data and results in suboptimal performance. To develop strategic language agents, i.e., agents that generate flexible language actions and possess strong decision-making abilities, we propose a novel framework that powers LLM-based agents with reinforcement learning (RL). We consider Werewolf, a popular social deduction game, as a challenging testbed that emphasizes versatile communication and strategic gameplay. To mitigate the intrinsic bias in language actions, our agents use an LLM to perform deductive reasoning and generate a diverse set of action candidates. Then an RL policy trained to optimize the decision-making ability chooses an action from the candidates to play in the game. Extensive experiments show that our agents overcome the intrinsic bias and outperform existing LLM-based agents in the Werewolf game. We also conduct human-agent experiments and find that our agents achieve human-level performance and demonstrate strong strategic play.
Mastering Board Games by External and Internal Planning with Language Models
While large language models perform well on a range of complex tasks (e.g., text generation, question answering, summarization), robust multi-step planning and reasoning remains a considerable challenge for them. In this paper we show that search-based planning can significantly improve LLMs' playing strength across several board games (Chess, Fischer Random / Chess960, Connect Four, and Hex). We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external engine, and in internal search, the model directly generates in-context a linearized tree of potential futures and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, capturing the transition and value functions across these games. We find that our pre-training method minimizes hallucinations, as our model is highly accurate regarding state prediction and legal moves. Additionally, both internal and external search indeed improve win-rates against state-of-the-art bots, even reaching Grandmaster-level performance in chess while operating on a similar move count search budget per decision as human Grandmasters. The way we combine search with domain knowledge is not specific to board games, suggesting direct extensions into more general language model inference and training techniques.
Bidding in Spades
We present a Spades bidding algorithm that is superior to recreational human players and to publicly available bots. Like in Bridge, the game of Spades is composed of two independent phases, bidding and playing. This paper focuses on the bidding algorithm, since this phase holds a precise challenge: based on the input, choose the bid that maximizes the agent's winning probability. Our Bidding-in-Spades (BIS) algorithm heuristically determines the bidding strategy by comparing the expected utility of each possible bid. A major challenge is how to estimate these expected utilities. To this end, we propose a set of domain-specific heuristics, and then correct them via machine learning using data from real-world players. The \BIS algorithm we present can be attached to any playing algorithm. It beats rule-based bidding bots when all use the same playing component. When combined with a rule-based playing algorithm, it is superior to the average recreational human.
NfgTransformer: Equivariant Representation Learning for Normal-form Games
Normal-form games (NFGs) are the fundamental model of strategic interaction. We study their representation using neural networks. We describe the inherent equivariance of NFGs -- any permutation of strategies describes an equivalent game -- as well as the challenges this poses for representation learning. We then propose the NfgTransformer architecture that leverages this equivariance, leading to state-of-the-art performance in a range of game-theoretic tasks including equilibrium-solving, deviation gain estimation and ranking, with a common approach to NFG representation. We show that the resulting model is interpretable and versatile, paving the way towards deep learning systems capable of game-theoretic reasoning when interacting with humans and with each other.
Playing repeated games with Large Language Models
Large Language Models (LLMs) are transforming society and permeating into diverse applications. As a result, LLMs will frequently interact with us and other agents. It is, therefore, of great societal value to understand how LLMs behave in interactive social settings. Here, we propose to use behavioral game theory to study LLM's cooperation and coordination behavior. To do so, we let different LLMs (GPT-3, GPT-3.5, and GPT-4) play finitely repeated games with each other and with other, human-like strategies. Our results show that LLMs generally perform well in such tasks and also uncover persistent behavioral signatures. In a large set of two players-two strategies games, we find that LLMs are particularly good at games where valuing their own self-interest pays off, like the iterated Prisoner's Dilemma family. However, they behave sub-optimally in games that require coordination. We, therefore, further focus on two games from these distinct families. In the canonical iterated Prisoner's Dilemma, we find that GPT-4 acts particularly unforgivingly, always defecting after another agent has defected only once. In the Battle of the Sexes, we find that GPT-4 cannot match the behavior of the simple convention to alternate between options. We verify that these behavioral signatures are stable across robustness checks. Finally, we show how GPT-4's behavior can be modified by providing further information about the other player as well as by asking it to predict the other player's actions before making a choice. These results enrich our understanding of LLM's social behavior and pave the way for a behavioral game theory for machines.
A Fairness-Driven Method for Learning Human-Compatible Negotiation Strategies
Despite recent advancements in AI and NLP, negotiation remains a difficult domain for AI agents. Traditional game theoretic approaches that have worked well for two-player zero-sum games struggle in the context of negotiation due to their inability to learn human-compatible strategies. On the other hand, approaches that only use human data tend to be domain-specific and lack the theoretical guarantees provided by strategies grounded in game theory. Motivated by the notion of fairness as a criterion for optimality in general sum games, we propose a negotiation framework called FDHC which incorporates fairness into both the reward design and search to learn human-compatible negotiation strategies. Our method includes a novel, RL+search technique called LGM-Zero which leverages a pre-trained language model to retrieve human-compatible offers from large action spaces. Our results show that our method is able to achieve more egalitarian negotiation outcomes and improve negotiation quality.
WinoGAViL: Gamified Association Benchmark to Challenge Vision-and-Language Models
While vision-and-language models perform well on tasks such as visual question answering, they struggle when it comes to basic human commonsense reasoning skills. In this work, we introduce WinoGAViL: an online game of vision-and-language associations (e.g., between werewolves and a full moon), used as a dynamic evaluation benchmark. Inspired by the popular card game Codenames, a spymaster gives a textual cue related to several visual candidates, and another player tries to identify them. Human players are rewarded for creating associations that are challenging for a rival AI model but still solvable by other human players. We use the game to collect 3.5K instances, finding that they are intuitive for humans (>90% Jaccard index) but challenging for state-of-the-art AI models, where the best model (ViLT) achieves a score of 52%, succeeding mostly where the cue is visually salient. Our analysis as well as the feedback we collect from players indicate that the collected associations require diverse reasoning skills, including general knowledge, common sense, abstraction, and more. We release the dataset, the code and the interactive game, allowing future data collection that can be used to develop models with better association abilities.
You Have Thirteen Hours in Which to Solve the Labyrinth: Enhancing AI Game Masters with Function Calling
Developing a consistent and reliable AI game master for text-based games is a challenging task due to the limitations of large language models (LLMs) and the complexity of the game master's role. This paper presents a novel approach to enhance AI game masters by leveraging function calling in the context of the table-top role-playing game "Jim Henson's Labyrinth: The Adventure Game." Our methodology involves integrating game-specific controls through functions, which we show improves the narrative quality and state update consistency of the AI game master. The experimental results, based on human evaluations and unit tests, demonstrate the effectiveness of our approach in enhancing gameplay experience and maintaining coherence with the game state. This work contributes to the advancement of game AI and interactive storytelling, offering insights into the design of more engaging and consistent AI-driven game masters.
Neural MMO v1.3: A Massively Multiagent Game Environment for Training and Evaluating Neural Networks
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learning that are not well modeled by any other game genre. We present Neural MMO, a massively multiagent game environment inspired by MMOs and discuss our progress on two more general challenges in multiagent systems engineering for AI research: distributed infrastructure and game IO. We further demonstrate that standard policy gradient methods and simple baseline models can learn interesting emergent exploration and specialization behaviors in this setting.
Suspicion-Agent: Playing Imperfect Information Games with Theory of Mind Aware GPT4
Unlike perfect information games, where all elements are known to every player, imperfect information games emulate the real-world complexities of decision-making under uncertain or incomplete information. GPT-4, the recent breakthrough in large language models (LLMs) trained on massive passive data, is notable for its knowledge retrieval and reasoning abilities. This paper delves into the applicability of GPT-4's learned knowledge for imperfect information games. To achieve this, we introduce Suspicion-Agent, an innovative agent that leverages GPT-4's capabilities for performing in imperfect information games. With proper prompt engineering to achieve different functions, Suspicion-Agent based on GPT-4 demonstrates remarkable adaptability across a range of imperfect information card games. Importantly, GPT-4 displays a strong high-order theory of mind (ToM) capacity, meaning it can understand others and intentionally impact others' behavior. Leveraging this, we design a planning strategy that enables GPT-4 to competently play against different opponents, adapting its gameplay style as needed, while requiring only the game rules and descriptions of observations as input. In the experiments, we qualitatively showcase the capabilities of Suspicion-Agent across three different imperfect information games and then quantitatively evaluate it in Leduc Hold'em. The results show that Suspicion-Agent can potentially outperform traditional algorithms designed for imperfect information games, without any specialized training or examples. In order to encourage and foster deeper insights within the community, we make our game-related data publicly available.
Codenames as a Benchmark for Large Language Models
In this paper, we propose the use of the popular word-based board game Codenames as a suitable benchmark for evaluating the reasoning capabilities of Large Language Models (LLMs). Codenames presents a highly interesting challenge for achieving successful AI performance, requiring both a sophisticated understanding of language, theory of mind, and epistemic reasoning capabilities. Prior attempts to develop agents for Codenames have largely relied on word embedding techniques, which have a limited vocabulary range and perform poorly when paired with differing approaches. LLMs have demonstrated enhanced reasoning and comprehension capabilities for language-based tasks, but can still suffer in lateral thinking challenges. We evaluate the capabilities of several state-of-the-art LLMs, including GPT-4o, Gemini 1.5, Claude 3.5 Sonnet, and Llama 3.1, across a variety of board setups. Our results indicate that while certain LLMs perform better than others overall, different models exhibit varying emergent behaviours during gameplay and excel at specific roles. We also evaluate the performance of different combinations of LLMs when playing cooperatively together, demonstrating that LLM agents are more generalisable to a wider range of teammates than prior techniques.
SPRING: GPT-4 Out-performs RL Algorithms by Studying Papers and Reasoning
Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.
TiZero: Mastering Multi-Agent Football with Curriculum Learning and Self-Play
Multi-agent football poses an unsolved challenge in AI research. Existing work has focused on tackling simplified scenarios of the game, or else leveraging expert demonstrations. In this paper, we develop a multi-agent system to play the full 11 vs. 11 game mode, without demonstrations. This game mode contains aspects that present major challenges to modern reinforcement learning algorithms; multi-agent coordination, long-term planning, and non-transitivity. To address these challenges, we present TiZero; a self-evolving, multi-agent system that learns from scratch. TiZero introduces several innovations, including adaptive curriculum learning, a novel self-play strategy, and an objective that optimizes the policies of multiple agents jointly. Experimentally, it outperforms previous systems by a large margin on the Google Research Football environment, increasing win rates by over 30%. To demonstrate the generality of TiZero's innovations, they are assessed on several environments beyond football; Overcooked, Multi-agent Particle-Environment, Tic-Tac-Toe and Connect-Four.
The Entity-Deduction Arena: A playground for probing the conversational reasoning and planning capabilities of LLMs
Large language models (LLMs) are effective at answering questions that are clearly asked. However, when faced with ambiguous queries they can act unpredictably and produce incorrect outputs. This underscores the need for the development of intelligent agents capable of asking clarification questions to resolve ambiguities effectively. This capability requires complex understanding, state tracking, reasoning and planning over multiple conversational turns. However, directly measuring this can be challenging. In this paper, we offer a surrogate problem which assesses an LLMs's capability to deduce an entity unknown to itself, but revealed to a judge, by asking the judge a series of queries. This entity-deducing game can serve as an evaluation framework to probe the conversational reasoning and planning capabilities of language models. We systematically evaluate various LLMs and discover significant differences in their performance on this task. We find that strong LLMs like GPT-4 outperform human players by a large margin. We further employ Behavior Cloning (BC) to examine whether a weaker model is capable of imitating a stronger model and generalizing to data or domains, using only the demonstrations from a stronger model. We finally propose to use Reinforcement Learning to enhance reasoning and planning capacity of Vicuna models through episodes of game playing, which lead to significant performance improvement. We hope that this problem offers insights into how autonomous agents could be trained to behave more intelligently in ambiguous circumstances.
Emergent World Representations: Exploring a Sequence Model Trained on a Synthetic Task
Language models show a surprising range of capabilities, but the source of their apparent competence is unclear. Do these networks just memorize a collection of surface statistics, or do they rely on internal representations of the process that generates the sequences they see? We investigate this question by applying a variant of the GPT model to the task of predicting legal moves in a simple board game, Othello. Although the network has no a priori knowledge of the game or its rules, we uncover evidence of an emergent nonlinear internal representation of the board state. Interventional experiments indicate this representation can be used to control the output of the network and create "latent saliency maps" that can help explain predictions in human terms.
You shall know a piece by the company it keeps. Chess plays as a data for word2vec models
In this paper, I apply linguistic methods of analysis to non-linguistic data, chess plays, metaphorically equating one with the other and seeking analogies. Chess game notations are also a kind of text, and one can consider the records of moves or positions of pieces as words and statements in a certain language. In this article I show how word embeddings (word2vec) can work on chess game texts instead of natural language texts. I don't see how this representation of chess data can be used productively. It's unlikely that these vector models will help engines or people choose the best move. But in a purely academic sense, it's clear that such methods of information representation capture something important about the very nature of the game, which doesn't necessarily lead to a win.
Adversarial Language Games for Advanced Natural Language Intelligence
We study the problem of adversarial language games, in which multiple agents with conflicting goals compete with each other via natural language interactions. While adversarial language games are ubiquitous in human activities, little attention has been devoted to this field in natural language processing. In this work, we propose a challenging adversarial language game called Adversarial Taboo as an example, in which an attacker and a defender compete around a target word. The attacker is tasked with inducing the defender to utter the target word invisible to the defender, while the defender is tasked with detecting the target word before being induced by the attacker. In Adversarial Taboo, a successful attacker must hide its intention and subtly induce the defender, while a competitive defender must be cautious with its utterances and infer the intention of the attacker. Such language abilities can facilitate many important downstream NLP tasks. To instantiate the game, we create a game environment and a competition platform. Comprehensive experiments and empirical studies on several baseline attack and defense strategies show promising and interesting results. Based on the analysis on the game and experiments, we discuss multiple promising directions for future research.
Structural Inductive Biases in Emergent Communication
In order to communicate, humans flatten a complex representation of ideas and their attributes into a single word or a sentence. We investigate the impact of representation learning in artificial agents by developing graph referential games. We empirically show that agents parametrized by graph neural networks develop a more compositional language compared to bag-of-words and sequence models, which allows them to systematically generalize to new combinations of familiar features.
LEATHER: A Framework for Learning to Generate Human-like Text in Dialogue
Algorithms for text-generation in dialogue can be misguided. For example, in task-oriented settings, reinforcement learning that optimizes only task-success can lead to abysmal lexical diversity. We hypothesize this is due to poor theoretical understanding of the objectives in text-generation and their relation to the learning process (i.e., model training). To this end, we propose a new theoretical framework for learning to generate text in dialogue. Compared to existing theories of learning, our framework allows for analysis of the multi-faceted goals inherent to text-generation. We use our framework to develop theoretical guarantees for learners that adapt to unseen data. As an example, we apply our theory to study data-shift within a cooperative learning algorithm proposed for the GuessWhat?! visual dialogue game. From this insight, we propose a new algorithm, and empirically, we demonstrate our proposal improves both task-success and human-likeness of the generated text. Finally, we show statistics from our theory are empirically predictive of multiple qualities of the generated dialogue, suggesting our theory is useful for model-selection when human evaluations are not available.
LogicGame: Benchmarking Rule-Based Reasoning Abilities of Large Language Models
Large Language Models (LLMs) have demonstrated notable capabilities across various tasks, showcasing complex problem-solving abilities. Understanding and executing complex rules, along with multi-step planning, are fundamental to logical reasoning and critical for practical LLM agents and decision-making systems. However, evaluating LLMs as effective rule-based executors and planners remains underexplored. In this paper, we introduce LogicGame, a novel benchmark designed to evaluate the comprehensive rule understanding, execution, and planning capabilities of LLMs. Unlike traditional benchmarks, LogicGame provides diverse games that contain a series of rules with an initial state, requiring models to comprehend and apply predefined regulations to solve problems. We create simulated scenarios in which models execute or plan operations to achieve specific outcomes. These game scenarios are specifically designed to distinguish logical reasoning from mere knowledge by relying exclusively on predefined rules. This separation allows for a pure assessment of rule-based reasoning capabilities. The evaluation considers not only final outcomes but also intermediate steps, providing a comprehensive assessment of model performance. Moreover, these intermediate steps are deterministic and can be automatically verified. LogicGame defines game scenarios with varying difficulty levels, from simple rule applications to complex reasoning chains, in order to offer a precise evaluation of model performance on rule understanding and multi-step execution. Utilizing LogicGame, we test various LLMs and identify notable shortcomings in their rule-based logical reasoning abilities.
Entity Divider with Language Grounding in Multi-Agent Reinforcement Learning
We investigate the use of natural language to drive the generalization of policies in multi-agent settings. Unlike single-agent settings, the generalization of policies should also consider the influence of other agents. Besides, with the increasing number of entities in multi-agent settings, more agent-entity interactions are needed for language grounding, and the enormous search space could impede the learning process. Moreover, given a simple general instruction,e.g., beating all enemies, agents are required to decompose it into multiple subgoals and figure out the right one to focus on. Inspired by previous work, we try to address these issues at the entity level and propose a novel framework for language grounding in multi-agent reinforcement learning, entity divider (EnDi). EnDi enables agents to independently learn subgoal division at the entity level and act in the environment based on the associated entities. The subgoal division is regularized by opponent modeling to avoid subgoal conflicts and promote coordinated strategies. Empirically, EnDi demonstrates the strong generalization ability to unseen games with new dynamics and expresses the superiority over existing methods.
Unbounded: A Generative Infinite Game of Character Life Simulation
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.
NeuPL: Neural Population Learning
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This iterative approach suffers from two issues in real-world games: a) under finite budget, approximate best-response operators at each iteration needs truncating, resulting in under-trained good-responses populating the population; b) repeated learning of basic skills at each iteration is wasteful and becomes intractable in the presence of increasingly strong opponents. In this work, we propose Neural Population Learning (NeuPL) as a solution to both issues. NeuPL offers convergence guarantees to a population of best-responses under mild assumptions. By representing a population of policies within a single conditional model, NeuPL enables transfer learning across policies. Empirically, we show the generality, improved performance and efficiency of NeuPL across several test domains. Most interestingly, we show that novel strategies become more accessible, not less, as the neural population expands.
GameEval: Evaluating LLMs on Conversational Games
The rapid advancements in large language models (LLMs) have presented challenges in evaluating those models. Existing evaluation methods are either reference-based or preference based, which inevitably need human intervention or introduce test bias caused by evaluator models. In this paper, we propose GameEval, a novel approach to evaluating LLMs through goal-driven conversational games, overcoming the limitations of previous methods. GameEval treats LLMs as game players and assigns them distinct roles with specific goals achieved by launching conversations of various forms, including discussion, question answering, and voting. We design three unique games with cooperative or adversarial objectives, accompanied by corresponding evaluation metrics, to show how this new paradigm comprehensively evaluates model performance.Through extensive experiments, we show that GameEval can effectively differentiate the capabilities of various LLMs, providing a comprehensive assessment of their integrated abilities to solve complex problems. Our public anonymous code is available at https://github.com/GameEval/GameEval.
Navigating Human Language Models with Synthetic Agents
Modern natural language models such as the GPT-2/GPT-3 contain tremendous amounts of information about human belief in a consistently testable form. If these models could be shown to accurately reflect the underlying beliefs of the human beings that produced the data used to train these models, then such models become a powerful sociological tool in ways that are distinct from traditional methods, such as interviews and surveys. In this study, We train a version of the GPT-2 on a corpora of historical chess games, and then "launch" clusters of synthetic agents into the model, using text strings to create context and orientation. We compare the trajectories contained in the text generated by the agents/model and compare that to the known ground truth of the chess board, move legality, and historical patterns of play. We find that the percentages of moves by piece using the model are substantially similar from human patterns. We further find that the model creates an accurate latent representation of the chessboard, and that it is possible to plot trajectories of legal moves across the board using this knowledge.
Bootstrapped Q-learning with Context Relevant Observation Pruning to Generalize in Text-based Games
We show that Reinforcement Learning (RL) methods for solving Text-Based Games (TBGs) often fail to generalize on unseen games, especially in small data regimes. To address this issue, we propose Context Relevant Episodic State Truncation (CREST) for irrelevant token removal in observation text for improved generalization. Our method first trains a base model using Q-learning, which typically overfits the training games. The base model's action token distribution is used to perform observation pruning that removes irrelevant tokens. A second bootstrapped model is then retrained on the pruned observation text. Our bootstrapped agent shows improved generalization in solving unseen TextWorld games, using 10x-20x fewer training games compared to previous state-of-the-art methods despite requiring less number of training episodes.
Dynamic population-based meta-learning for multi-agent communication with natural language
In this work, our goal is to train agents that can coordinate with seen, unseen as well as human partners in a multi-agent communication environment involving natural language. Previous work using a single set of agents has shown great progress in generalizing to known partners, however it struggles when coordinating with unfamiliar agents. To mitigate that, recent work explored the use of population-based approaches, where multiple agents interact with each other with the goal of learning more generic protocols. These methods, while able to result in good coordination between unseen partners, still only achieve so in cases of simple languages, thus failing to adapt to human partners using natural language. We attribute this to the use of static populations and instead propose a dynamic population-based meta-learning approach that builds such a population in an iterative manner. We perform a holistic evaluation of our method on two different referential games, and show that our agents outperform all prior work when communicating with seen partners and humans. Furthermore, we analyze the natural language generation skills of our agents, where we find that our agents also outperform strong baselines. Finally, we test the robustness of our agents when communicating with out-of-population agents and carefully test the importance of each component of our method through ablation studies.
DebateKG: Automatic Policy Debate Case Creation with Semantic Knowledge Graphs
Recent work within the Argument Mining community has shown the applicability of Natural Language Processing systems for solving problems found within competitive debate. One of the most important tasks within competitive debate is for debaters to create high quality debate cases. We show that effective debate cases can be constructed using constrained shortest path traversals on Argumentative Semantic Knowledge Graphs. We study this potential in the context of a type of American Competitive Debate, called Policy Debate, which already has a large scale dataset targeting it called DebateSum. We significantly improve upon DebateSum by introducing 53180 new examples, as well as further useful metadata for every example, to the dataset. We leverage the txtai semantic search and knowledge graph toolchain to produce and contribute 9 semantic knowledge graphs built on this dataset. We create a unique method for evaluating which knowledge graphs are better in the context of producing policy debate cases. A demo which automatically generates debate cases, along with all other code and the Knowledge Graphs, are open-sourced and made available to the public here: https://github.com/Hellisotherpeople/DebateKG
Emergent Linear Representations in World Models of Self-Supervised Sequence Models
How do sequence models represent their decision-making process? Prior work suggests that Othello-playing neural network learned nonlinear models of the board state (Li et al., 2023). In this work, we provide evidence of a closely related linear representation of the board. In particular, we show that probing for "my colour" vs. "opponent's colour" may be a simple yet powerful way to interpret the model's internal state. This precise understanding of the internal representations allows us to control the model's behaviour with simple vector arithmetic. Linear representations enable significant interpretability progress, which we demonstrate with further exploration of how the world model is computed.
Rethinking Scaling Laws for Learning in Strategic Environments
The deployment of ever-larger machine learning models reflects a growing consensus that the more expressive the modelx2013and the more data one has access tox2013the more one can improve performance. As models get deployed in a variety of real world scenarios, they inevitably face strategic environments. In this work, we consider the natural question of how the interplay of models and strategic interactions affects scaling laws. We find that strategic interactions can break the conventional view of scaling lawsx2013meaning that performance does not necessarily monotonically improve as models get larger and/ or more expressive (even with infinite data). We show the implications of this phenomenon in several contexts including strategic regression, strategic classification, and multi-agent reinforcement learning through examples of strategic environments in whichx2013by simply restricting the expressivity of one's model or policy classx2013one can achieve strictly better equilibrium outcomes. Motivated by these examples, we then propose a new paradigm for model-selection in games wherein an agent seeks to choose amongst different model classes to use as their action set in a game.
BoardgameQA: A Dataset for Natural Language Reasoning with Contradictory Information
Automated reasoning with unstructured natural text is a key requirement for many potential applications of NLP and for developing robust AI systems. Recently, Language Models (LMs) have demonstrated complex reasoning capacities even without any finetuning. However, existing evaluation for automated reasoning assumes access to a consistent and coherent set of information over which models reason. When reasoning in the real-world, the available information is frequently inconsistent or contradictory, and therefore models need to be equipped with a strategy to resolve such conflicts when they arise. One widely-applicable way of resolving conflicts is to impose preferences over information sources (e.g., based on source credibility or information recency) and adopt the source with higher preference. In this paper, we formulate the problem of reasoning with contradictory information guided by preferences over sources as the classical problem of defeasible reasoning, and develop a dataset called BoardgameQA for measuring the reasoning capacity of LMs in this setting. BoardgameQA also incorporates reasoning with implicit background knowledge, to better reflect reasoning problems in downstream applications. We benchmark various LMs on BoardgameQA and the results reveal a significant gap in the reasoning capacity of state-of-the-art LMs on this problem, showing that reasoning with conflicting information does not surface out-of-the-box in LMs. While performance can be improved with finetuning, it nevertheless remains poor.
Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain
Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience.
Reward Gaming in Conditional Text Generation
To align conditional text generation model outputs with desired behaviors, there has been an increasing focus on training the model using reinforcement learning (RL) with reward functions learned from human annotations. Under this framework, we identify three common cases where high rewards are incorrectly assigned to undesirable patterns: noise-induced spurious correlation, naturally occurring spurious correlation, and covariate shift. We show that even though learned metrics achieve high performance on the distribution of the data used to train the reward function, the undesirable patterns may be amplified during RL training of the text generation model. While there has been discussion about reward gaming in the RL or safety community, in this discussion piece, we would like to highlight reward gaming in the natural language generation (NLG) community using concrete conditional text generation examples and discuss potential fixes and areas for future work.
Learning Strategic Language Agents in the Werewolf Game with Iterative Latent Space Policy Optimization
Large language model (LLM)-based agents have recently shown impressive progress in a variety of domains, including open-ended conversation and multi-step decision-making. However, applying these agents to social deduction games such as Werewolf, which requires both strategic decision-making and free-form language interaction, remains non-trivial. Traditional methods based on Counterfactual Regret Minimization (CFR) or reinforcement learning (RL) typically depend on a predefined action space, making them unsuitable for language games with unconstrained text action space. Meanwhile, pure LLM-based agents often suffer from intrinsic biases and require prohibitively large datasets for fine-tuning. We propose Latent Space Policy Optimization (LSPO), an iterative framework that addresses these challenges by first mapping free-form text to a discrete latent space, where methods like CFR and RL can learn strategic policy more effectively. We then translate the learned policy back into natural language dialogues, which are used to fine-tune an LLM via Direct Preference Optimization (DPO). By iteratively alternating between these stages, our LSPO agent progressively enhances both strategic reasoning and language communication. Experiment results on the Werewolf game show that our method improves the agent's performance in each iteration and outperforms existing Werewolf agents, underscoring its promise for free-form language decision-making.
ELCC: the Emergent Language Corpus Collection
We introduce the Emergent Language Corpus Collection (ELCC): a collection of corpora generated from open source implementations of emergent communication systems across the literature. These systems include a variety of signalling game environments as well as more complex environments like a social deduction game and embodied navigation. Each corpus is annotated with metadata describing the characteristics of the source system as well as a suite of analyses of the corpus (e.g., size, entropy, average message length, performance as transfer learning data). Currently, research studying emergent languages requires directly running different systems which takes time away from actual analyses of such languages, makes studies which compare diverse emergent languages rare, and presents a barrier to entry for researchers without a background in deep learning. The availability of a substantial collection of well-documented emergent language corpora, then, will enable research which can analyze a wider variety of emergent languages, which more effectively uncovers general principles in emergent communication rather than artifacts of particular environments. We provide some quantitative and qualitative analyses with ELCC to demonstrate potential use cases of the resource in this vein.
Learning Intuitive Policies Using Action Features
An unaddressed challenge in multi-agent coordination is to enable AI agents to exploit the semantic relationships between the features of actions and the features of observations. Humans take advantage of these relationships in highly intuitive ways. For instance, in the absence of a shared language, we might point to the object we desire or hold up our fingers to indicate how many objects we want. To address this challenge, we investigate the effect of network architecture on the propensity of learning algorithms to exploit these semantic relationships. Across a procedurally generated coordination task, we find that attention-based architectures that jointly process a featurized representation of observations and actions have a better inductive bias for learning intuitive policies. Through fine-grained evaluation and scenario analysis, we show that the resulting policies are human-interpretable. Moreover, such agents coordinate with people without training on any human data.
A Survey on Self-play Methods in Reinforcement Learning
Self-play, characterized by agents' interactions with copies or past versions of itself, has recently gained prominence in reinforcement learning. This paper first clarifies the preliminaries of self-play, including the multi-agent reinforcement learning framework and basic game theory concepts. Then it provides a unified framework and classifies existing self-play algorithms within this framework. Moreover, the paper bridges the gap between the algorithms and their practical implications by illustrating the role of self-play in different scenarios. Finally, the survey highlights open challenges and future research directions in self-play. This paper is an essential guide map for understanding the multifaceted landscape of self-play in RL.
Video-Text as Game Players: Hierarchical Banzhaf Interaction for Cross-Modal Representation Learning
Contrastive learning-based video-language representation learning approaches, e.g., CLIP, have achieved outstanding performance, which pursue semantic interaction upon pre-defined video-text pairs. To clarify this coarse-grained global interaction and move a step further, we have to encounter challenging shell-breaking interactions for fine-grained cross-modal learning. In this paper, we creatively model video-text as game players with multivariate cooperative game theory to wisely handle the uncertainty during fine-grained semantic interaction with diverse granularity, flexible combination, and vague intensity. Concretely, we propose Hierarchical Banzhaf Interaction (HBI) to value possible correspondence between video frames and text words for sensitive and explainable cross-modal contrast. To efficiently realize the cooperative game of multiple video frames and multiple text words, the proposed method clusters the original video frames (text words) and computes the Banzhaf Interaction between the merged tokens. By stacking token merge modules, we achieve cooperative games at different semantic levels. Extensive experiments on commonly used text-video retrieval and video-question answering benchmarks with superior performances justify the efficacy of our HBI. More encouragingly, it can also serve as a visualization tool to promote the understanding of cross-modal interaction, which have a far-reaching impact on the community. Project page is available at https://jpthu17.github.io/HBI/.
Introspective Tips: Large Language Model for In-Context Decision Making
The emergence of large language models (LLMs) has substantially influenced natural language processing, demonstrating exceptional results across various tasks. In this study, we employ ``Introspective Tips" to facilitate LLMs in self-optimizing their decision-making. By introspectively examining trajectories, LLM refines its policy by generating succinct and valuable tips. Our method enhances the agent's performance in both few-shot and zero-shot learning situations by considering three essential scenarios: learning from the agent's past experiences, integrating expert demonstrations, and generalizing across diverse games. Importantly, we accomplish these improvements without fine-tuning the LLM parameters; rather, we adjust the prompt to generalize insights from the three aforementioned situations. Our framework not only supports but also emphasizes the advantage of employing LLM in in-contxt decision-making. Experiments involving over 100 games in TextWorld illustrate the superior performance of our approach.
Unleashing Artificial Cognition: Integrating Multiple AI Systems
In this study, we present an innovative fusion of language models and query analysis techniques to unlock cognition in artificial intelligence. Our system seamlessly integrates a Chess engine with a language model, enabling it to predict moves and provide strategic explanations. Leveraging a vector database to achieve retrievable answer generation, our OpenSI AI system elucidates its decision-making process, bridging the gap between raw computation and human-like understanding. Our choice of Chess as the demonstration environment underscores the versatility of our approach. Beyond Chess, our system holds promise for diverse applications, from medical diagnostics to financial forecasting.
Scalable Semantic Non-Markovian Simulation Proxy for Reinforcement Learning
Recent advances in reinforcement learning (RL) have shown much promise across a variety of applications. However, issues such as scalability, explainability, and Markovian assumptions limit its applicability in certain domains. We observe that many of these shortcomings emanate from the simulator as opposed to the RL training algorithms themselves. As such, we propose a semantic proxy for simulation based on a temporal extension to annotated logic. In comparison with two high-fidelity simulators, we show up to three orders of magnitude speed-up while preserving the quality of policy learned. In addition, we show the ability to model and leverage non-Markovian dynamics and instantaneous actions while providing an explainable trace describing the outcomes of the agent actions.
Symbolic Semantic Segmentation and Interpretation of COVID-19 Lung Infections in Chest CT volumes based on Emergent Languages
The coronavirus disease (COVID-19) has resulted in a pandemic crippling the a breadth of services critical to daily life. Segmentation of lung infections in computerized tomography (CT) slices could be be used to improve diagnosis and understanding of COVID-19 in patients. Deep learning systems lack interpretability because of their black box nature. Inspired by human communication of complex ideas through language, we propose a symbolic framework based on emergent languages for the segmentation of COVID-19 infections in CT scans of lungs. We model the cooperation between two artificial agents - a Sender and a Receiver. These agents synergistically cooperate using emergent symbolic language to solve the task of semantic segmentation. Our game theoretic approach is to model the cooperation between agents unlike Generative Adversarial Networks (GANs). The Sender retrieves information from one of the higher layers of the deep network and generates a symbolic sentence sampled from a categorical distribution of vocabularies. The Receiver ingests the stream of symbols and cogenerates the segmentation mask. A private emergent language is developed that forms the communication channel used to describe the task of segmentation of COVID infections. We augment existing state of the art semantic segmentation architectures with our symbolic generator to form symbolic segmentation models. Our symbolic segmentation framework achieves state of the art performance for segmentation of lung infections caused by COVID-19. Our results show direct interpretation of symbolic sentences to discriminate between normal and infected regions, infection morphology and image characteristics. We show state of the art results for segmentation of COVID-19 lung infections in CT.
Skill Machines: Temporal Logic Skill Composition in Reinforcement Learning
It is desirable for an agent to be able to solve a rich variety of problems that can be specified through language in the same environment. A popular approach towards obtaining such agents is to reuse skills learned in prior tasks to generalise compositionally to new ones. However, this is a challenging problem due to the curse of dimensionality induced by the combinatorially large number of ways high-level goals can be combined both logically and temporally in language. To address this problem, we propose a framework where an agent first learns a sufficient set of skill primitives to achieve all high-level goals in its environment. The agent can then flexibly compose them both logically and temporally to provably achieve temporal logic specifications in any regular language, such as regular fragments of linear temporal logic. This provides the agent with the ability to map from complex temporal logic task specifications to near-optimal behaviours zero-shot. We demonstrate this experimentally in a tabular setting, as well as in a high-dimensional video game and continuous control environment. Finally, we also demonstrate that the performance of skill machines can be improved with regular off-policy reinforcement learning algorithms when optimal behaviours are desired.
ConceptNet 5.5: An Open Multilingual Graph of General Knowledge
Machine learning about language can be improved by supplying it with specific knowledge and sources of external information. We present here a new version of the linked open data resource ConceptNet that is particularly well suited to be used with modern NLP techniques such as word embeddings. ConceptNet is a knowledge graph that connects words and phrases of natural language with labeled edges. Its knowledge is collected from many sources that include expert-created resources, crowd-sourcing, and games with a purpose. It is designed to represent the general knowledge involved in understanding language, improving natural language applications by allowing the application to better understand the meanings behind the words people use. When ConceptNet is combined with word embeddings acquired from distributional semantics (such as word2vec), it provides applications with understanding that they would not acquire from distributional semantics alone, nor from narrower resources such as WordNet or DBPedia. We demonstrate this with state-of-the-art results on intrinsic evaluations of word relatedness that translate into improvements on applications of word vectors, including solving SAT-style analogies.
Lost in the Logic: An Evaluation of Large Language Models' Reasoning Capabilities on LSAT Logic Games
In this thesis, I evaluate the performance of Large Language Models (LLMs) on the Law School Admissions Test (LSAT), specifically the Logic Games section of the test. I focus on this section because it presents a complex logical reasoning task and thus is a valuable source of data for evaluating how modern, increasingly capable LLMs can handle hard logical reasoning tasks. I construct a dataset of LSAT logic games and their associated metadata, and extensively evaluate LLMs' performance in a Chain-of-Thought prompting setting. Given the weak performance in this setting, I explore other prompting frameworks on a smaller subset of the dataset, adapting ideas from Reflexion to this task. This results in a substantially improved accuracy of 70 percent for GPT-4 and 46 percent for GPT-3.5 on this data subset, highlighting the capacity of LLMs to revise their logical errors, despite initially weak performance. Finally, I analyze the types of logic games that models perform better or worse on, as well as the types of logical errors I observe from human annotation, providing detailed insights on the logical reasoning capabilities of LLMs.
AXOLOTL'24 Shared Task on Multilingual Explainable Semantic Change Modeling
This paper describes the organization and findings of AXOLOTL'24, the first multilingual explainable semantic change modeling shared task. We present new sense-annotated diachronic semantic change datasets for Finnish and Russian which were employed in the shared task, along with a surprise test-only German dataset borrowed from an existing source. The setup of AXOLOTL'24 is new to the semantic change modeling field, and involves subtasks of identifying unknown (novel) senses and providing dictionary-like definitions to these senses. The methods of the winning teams are described and compared, thus paving a path towards explainability in computational approaches to historical change of meaning.
Neural MMO: A Massively Multiagent Game Environment for Training and Evaluating Intelligent Agents
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human game genre of MMORPGs (Massively Multiplayer Online Role-Playing Games, a.k.a. MMOs), that aims to simulate this setting in microcosm. As with MMORPGs and the real world alike, our environment is persistent and supports a large and variable number of agents. Our environment is well suited to the study of large-scale multiagent interaction: it requires that agents learn robust combat and navigation policies in the presence of large populations attempting to do the same. Baseline experiments reveal that population size magnifies and incentivizes the development of skillful behaviors and results in agents that outcompete agents trained in smaller populations. We further show that the policies of agents with unshared weights naturally diverge to fill different niches in order to avoid competition.
CivRealm: A Learning and Reasoning Odyssey in Civilization for Decision-Making Agents
The generalization of decision-making agents encompasses two fundamental elements: learning from past experiences and reasoning in novel contexts. However, the predominant emphasis in most interactive environments is on learning, often at the expense of complexity in reasoning. In this paper, we introduce CivRealm, an environment inspired by the Civilization game. Civilization's profound alignment with human history and society necessitates sophisticated learning, while its ever-changing situations demand strong reasoning to generalize. Particularly, CivRealm sets up an imperfect-information general-sum game with a changing number of players; it presents a plethora of complex features, challenging the agent to deal with open-ended stochastic environments that require diplomacy and negotiation skills. Within CivRealm, we provide interfaces for two typical agent types: tensor-based agents that focus on learning, and language-based agents that emphasize reasoning. To catalyze further research, we present initial results for both paradigms. The canonical RL-based agents exhibit reasonable performance in mini-games, whereas both RL- and LLM-based agents struggle to make substantial progress in the full game. Overall, CivRealm stands as a unique learning and reasoning challenge for decision-making agents. The code is available at https://github.com/bigai-ai/civrealm.
Human Choice Prediction in Language-based Persuasion Games: Simulation-based Off-Policy Evaluation
Recent advances in Large Language Models (LLMs) have spurred interest in designing LLM-based agents for tasks that involve interaction with human and artificial agents. This paper addresses a key aspect in the design of such agents: Predicting human decision in off-policy evaluation (OPE), focusing on language-based persuasion games, where the agent's goal is to influence its partner's decisions through verbal messages. Using a dedicated application, we collected a dataset of 87K decisions from humans playing a repeated decision-making game with artificial agents. Our approach involves training a model on human interactions with one agents subset to predict decisions when interacting with another. To enhance off-policy performance, we propose a simulation technique involving interactions across the entire agent space and simulated decision makers. Our learning strategy yields significant OPE gains, e.g., improving prediction accuracy in the top 15% challenging cases by 7.1%. Our code and the large dataset we collected and generated are submitted as supplementary material and publicly available in our GitHub repository: https://github.com/eilamshapira/HumanChoicePrediction
The Chess Transformer: Mastering Play using Generative Language Models
This work demonstrates that natural language transformers can support more generic strategic modeling, particularly for text-archived games. In addition to learning natural language skills, the abstract transformer architecture can generate meaningful moves on a chessboard. With further fine-tuning, the transformer learns complex gameplay by training on 2.8 million chess games in Portable Game Notation. After 30,000 training steps, OpenAI's Generative Pre-trained Transformer (GPT-2) optimizes weights for 774 million parameters. This fine-tuned Chess Transformer generates plausible strategies and displays game formations identifiable as classic openings, such as English or the Slav Exchange. Finally, in live play, the novel model demonstrates a human-to-transformer interface that correctly filters illegal moves and provides a novel method to challenge the transformer's chess strategies. We anticipate future work will build on this transformer's promise, particularly in other strategy games where features can capture the underlying complex rule syntax from simple but expressive player annotations.
An Implementation of Werewolf Agent That does not Truly Trust LLMs
Werewolf is an incomplete information game, which has several challenges when creating a computer agent as a player given the lack of understanding of the situation and individuality of utterance (e.g., computer agents are not capable of characterful utterance or situational lying). We propose a werewolf agent that solves some of those difficulties by combining a Large Language Model (LLM) and a rule-based algorithm. In particular, our agent uses a rule-based algorithm to select an output either from an LLM or a template prepared beforehand based on the results of analyzing conversation history using an LLM. It allows the agent to refute in specific situations, identify when to end the conversation, and behave with persona. This approach mitigated conversational inconsistencies and facilitated logical utterance as a result. We also conducted a qualitative evaluation, which resulted in our agent being perceived as more human-like compared to an unmodified LLM. The agent is freely available for contributing to advance the research in the field of Werewolf game.
On the interaction between supervision and self-play in emergent communication
A promising approach for teaching artificial agents to use natural language involves using human-in-the-loop training. However, recent work suggests that current machine learning methods are too data inefficient to be trained in this way from scratch. In this paper, we investigate the relationship between two categories of learning signals with the ultimate goal of improving sample efficiency: imitating human language data via supervised learning, and maximizing reward in a simulated multi-agent environment via self-play (as done in emergent communication), and introduce the term supervised self-play (S2P) for algorithms using both of these signals. We find that first training agents via supervised learning on human data followed by self-play outperforms the converse, suggesting that it is not beneficial to emerge languages from scratch. We then empirically investigate various S2P schedules that begin with supervised learning in two environments: a Lewis signaling game with symbolic inputs, and an image-based referential game with natural language descriptions. Lastly, we introduce population based approaches to S2P, which further improves the performance over single-agent methods.
Aligning Superhuman AI with Human Behavior: Chess as a Model System
As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems approach problems are often different from the ways people do, and thus may be uninterpretable and hard to learn from. A crucial step in bridging this gap between human and artificial intelligence is modeling the granular actions that constitute human behavior, rather than simply matching aggregate human performance. We pursue this goal in a model system with a long history in artificial intelligence: chess. The aggregate performance of a chess player unfolds as they make decisions over the course of a game. The hundreds of millions of games played online by players at every skill level form a rich source of data in which these decisions, and their exact context, are recorded in minute detail. Applying existing chess engines to this data, including an open-source implementation of AlphaZero, we find that they do not predict human moves well. We develop and introduce Maia, a customized version of Alpha-Zero trained on human chess games, that predicts human moves at a much higher accuracy than existing engines, and can achieve maximum accuracy when predicting decisions made by players at a specific skill level in a tuneable way. For a dual task of predicting whether a human will make a large mistake on the next move, we develop a deep neural network that significantly outperforms competitive baselines. Taken together, our results suggest that there is substantial promise in designing artificial intelligence systems with human collaboration in mind by first accurately modeling granular human decision-making.
Explaining Reinforcement Learning with Shapley Values
For reinforcement learning systems to be widely adopted, their users must understand and trust them. We present a theoretical analysis of explaining reinforcement learning using Shapley values, following a principled approach from game theory for identifying the contribution of individual players to the outcome of a cooperative game. We call this general framework Shapley Values for Explaining Reinforcement Learning (SVERL). Our analysis exposes the limitations of earlier uses of Shapley values in reinforcement learning. We then develop an approach that uses Shapley values to explain agent performance. In a variety of domains, SVERL produces meaningful explanations that match and supplement human intuition.
CONDA: a CONtextual Dual-Annotated dataset for in-game toxicity understanding and detection
Traditional toxicity detection models have focused on the single utterance level without deeper understanding of context. We introduce CONDA, a new dataset for in-game toxic language detection enabling joint intent classification and slot filling analysis, which is the core task of Natural Language Understanding (NLU). The dataset consists of 45K utterances from 12K conversations from the chat logs of 1.9K completed Dota 2 matches. We propose a robust dual semantic-level toxicity framework, which handles utterance and token-level patterns, and rich contextual chatting history. Accompanying the dataset is a thorough in-game toxicity analysis, which provides comprehensive understanding of context at utterance, token, and dual levels. Inspired by NLU, we also apply its metrics to the toxicity detection tasks for assessing toxicity and game-specific aspects. We evaluate strong NLU models on CONDA, providing fine-grained results for different intent classes and slot classes. Furthermore, we examine the coverage of toxicity nature in our dataset by comparing it with other toxicity datasets.
Do Large Language Models have Problem-Solving Capability under Incomplete Information Scenarios?
The evaluation of the problem-solving capability under incomplete information scenarios of Large Language Models (LLMs) is increasingly important, encompassing capabilities such as questioning, knowledge search, error detection, and path planning. Current research mainly focus on LLMs' problem-solving capability such as ``Twenty Questions''. However, these kinds of games do not require recognizing misleading cues which are necessary in the incomplete information scenario. Moreover, the existing game such as ``Who is undercover'' are highly subjective, making it challenging for evaluation. Therefore, in this paper, we introduce a novel game named BrainKing based on the ``Who is undercover'' and ``Twenty Questions'' for evaluating LLM capabilities under incomplete information scenarios. It requires LLMs to identify target entities with limited yes-or-no questions and potential misleading answers. By setting up easy, medium, and hard difficulty modes, we comprehensively assess the performance of LLMs across various aspects. Our results reveal the capabilities and limitations of LLMs in BrainKing, providing significant insights of LLM problem-solving levels.
Swim till You Sink: Computing the Limit of a Game
During 2023, two interesting results were proven about the limit behavior of game dynamics: First, it was shown that there is a game for which no dynamics converges to the Nash equilibria. Second, it was shown that the sink equilibria of a game adequately capture the limit behavior of natural game dynamics. These two results have created a need and opportunity to articulate a principled computational theory of the meaning of the game that is based on game dynamics. Given any game in normal form, and any prior distribution of play, we study the problem of computing the asymptotic behavior of a class of natural dynamics called the noisy replicator dynamics as a limit distribution over the sink equilibria of the game. When the prior distribution has pure strategy support, we prove this distribution can be computed efficiently, in near-linear time to the size of the best-response graph. When the distribution can be sampled -- for example, if it is the uniform distribution over all mixed strategy profiles -- we show through experiments that the limit distribution of reasonably large games can be estimated quite accurately through sampling and simulation.
Semantic HELM: An Interpretable Memory for Reinforcement Learning
Reinforcement learning agents deployed in the real world often have to cope with partially observable environments. Therefore, most agents employ memory mechanisms to approximate the state of the environment. Recently, there have been impressive success stories in mastering partially observable environments, mostly in the realm of computer games like Dota 2, StarCraft II, or MineCraft. However, none of these methods are interpretable in the sense that it is not comprehensible for humans how the agent decides which actions to take based on its inputs. Yet, human understanding is necessary in order to deploy such methods in high-stake domains like autonomous driving or medical applications. We propose a novel memory mechanism that operates on human language to illuminate the decision-making process. First, we use CLIP to associate visual inputs with language tokens. Then we feed these tokens to a pretrained language model that serves the agent as memory and provides it with a coherent and interpretable representation of the past. Our memory mechanism achieves state-of-the-art performance in environments where memorizing the past is crucial to solve tasks. Further, we present situations where our memory component excels or fails to demonstrate strengths and weaknesses of our new approach.
Large Language Models Are Neurosymbolic Reasoners
A wide range of real-world applications is characterized by their symbolic nature, necessitating a strong capability for symbolic reasoning. This paper investigates the potential application of Large Language Models (LLMs) as symbolic reasoners. We focus on text-based games, significant benchmarks for agents with natural language capabilities, particularly in symbolic tasks like math, map reading, sorting, and applying common sense in text-based worlds. To facilitate these agents, we propose an LLM agent designed to tackle symbolic challenges and achieve in-game objectives. We begin by initializing the LLM agent and informing it of its role. The agent then receives observations and a set of valid actions from the text-based games, along with a specific symbolic module. With these inputs, the LLM agent chooses an action and interacts with the game environments. Our experimental results demonstrate that our method significantly enhances the capability of LLMs as automated agents for symbolic reasoning, and our LLM agent is effective in text-based games involving symbolic tasks, achieving an average performance of 88% across all tasks.
LS-Tree: Model Interpretation When the Data Are Linguistic
We study the problem of interpreting trained classification models in the setting of linguistic data sets. Leveraging a parse tree, we propose to assign least-squares based importance scores to each word of an instance by exploiting syntactic constituency structure. We establish an axiomatic characterization of these importance scores by relating them to the Banzhaf value in coalitional game theory. Based on these importance scores, we develop a principled method for detecting and quantifying interactions between words in a sentence. We demonstrate that the proposed method can aid in interpretability and diagnostics for several widely-used language models.
PartGlot: Learning Shape Part Segmentation from Language Reference Games
We introduce PartGlot, a neural framework and associated architectures for learning semantic part segmentation of 3D shape geometry, based solely on part referential language. We exploit the fact that linguistic descriptions of a shape can provide priors on the shape's parts -- as natural language has evolved to reflect human perception of the compositional structure of objects, essential to their recognition and use. For training, we use the paired geometry / language data collected in the ShapeGlot work for their reference game, where a speaker creates an utterance to differentiate a target shape from two distractors and the listener has to find the target based on this utterance. Our network is designed to solve this target discrimination problem, carefully incorporating a Transformer-based attention module so that the output attention can precisely highlight the semantic part or parts described in the language. Furthermore, the network operates without any direct supervision on the 3D geometry itself. Surprisingly, we further demonstrate that the learned part information is generalizable to shape classes unseen during training. Our approach opens the possibility of learning 3D shape parts from language alone, without the need for large-scale part geometry annotations, thus facilitating annotation acquisition.
Demonstrating specification gaming in reasoning models
We demonstrate LLM agent specification gaming by instructing models to win against a chess engine. We find reasoning models like o1 preview and DeepSeek-R1 will often hack the benchmark by default, while language models like GPT-4o and Claude 3.5 Sonnet need to be told that normal play won't work to hack. We improve upon prior work like (Hubinger et al., 2024; Meinke et al., 2024; Weij et al., 2024) by using realistic task prompts and avoiding excess nudging. Our results suggest reasoning models may resort to hacking to solve difficult problems, as observed in OpenAI (2024)'s o1 Docker escape during cyber capabilities testing.
Stable-V2A: Synthesis of Synchronized Sound Effects with Temporal and Semantic Controls
Sound designers and Foley artists usually sonorize a scene, such as from a movie or video game, by manually annotating and sonorizing each action of interest in the video. In our case, the intent is to leave full creative control to sound designers with a tool that allows them to bypass the more repetitive parts of their work, thus being able to focus on the creative aspects of sound production. We achieve this presenting Stable-V2A, a two-stage model consisting of: an RMS-Mapper that estimates an envelope representative of the audio characteristics associated with the input video; and Stable-Foley, a diffusion model based on Stable Audio Open that generates audio semantically and temporally aligned with the target video. Temporal alignment is guaranteed by the use of the envelope as a ControlNet input, while semantic alignment is achieved through the use of sound representations chosen by the designer as cross-attention conditioning of the diffusion process. We train and test our model on Greatest Hits, a dataset commonly used to evaluate V2A models. In addition, to test our model on a case study of interest, we introduce Walking The Maps, a dataset of videos extracted from video games depicting animated characters walking in different locations. Samples and code available on our demo page at https://ispamm.github.io/Stable-V2A.
Cooperative Open-ended Learning Framework for Zero-shot Coordination
Zero-shot coordination in cooperative artificial intelligence (AI) remains a significant challenge, which means effectively coordinating with a wide range of unseen partners. Previous algorithms have attempted to address this challenge by optimizing fixed objectives within a population to improve strategy or behaviour diversity. However, these approaches can result in a loss of learning and an inability to cooperate with certain strategies within the population, known as cooperative incompatibility. To address this issue, we propose the Cooperative Open-ended LEarning (COLE) framework, which constructs open-ended objectives in cooperative games with two players from the perspective of graph theory to assess and identify the cooperative ability of each strategy. We further specify the framework and propose a practical algorithm that leverages knowledge from game theory and graph theory. Furthermore, an analysis of the learning process of the algorithm shows that it can efficiently overcome cooperative incompatibility. The experimental results in the Overcooked game environment demonstrate that our method outperforms current state-of-the-art methods when coordinating with different-level partners. Our demo is available at https://sites.google.com/view/cole-2023.
Language Games as the Pathway to Artificial Superhuman Intelligence
The evolution of large language models (LLMs) toward artificial superhuman intelligence (ASI) hinges on data reproduction, a cyclical process in which models generate, curate and retrain on novel data to refine capabilities. Current methods, however, risk getting stuck in a data reproduction trap: optimizing outputs within fixed human-generated distributions in a closed loop leads to stagnation, as models merely recombine existing knowledge rather than explore new frontiers. In this paper, we propose language games as a pathway to expanded data reproduction, breaking this cycle through three mechanisms: (1) role fluidity, which enhances data diversity and coverage by enabling multi-agent systems to dynamically shift roles across tasks; (2) reward variety, embedding multiple feedback criteria that can drive complex intelligent behaviors; and (3) rule plasticity, iteratively evolving interaction constraints to foster learnability, thereby injecting continual novelty. By scaling language games into global sociotechnical ecosystems, human-AI co-evolution generates unbounded data streams that drive open-ended exploration. This framework redefines data reproduction not as a closed loop but as an engine for superhuman intelligence.
The MineRL BASALT Competition on Learning from Human Feedback
The last decade has seen a significant increase of interest in deep learning research, with many public successes that have demonstrated its potential. As such, these systems are now being incorporated into commercial products. With this comes an additional challenge: how can we build AI systems that solve tasks where there is not a crisp, well-defined specification? While multiple solutions have been proposed, in this competition we focus on one in particular: learning from human feedback. Rather than training AI systems using a predefined reward function or using a labeled dataset with a predefined set of categories, we instead train the AI system using a learning signal derived from some form of human feedback, which can evolve over time as the understanding of the task changes, or as the capabilities of the AI system improve. The MineRL BASALT competition aims to spur forward research on this important class of techniques. We design a suite of four tasks in Minecraft for which we expect it will be hard to write down hardcoded reward functions. These tasks are defined by a paragraph of natural language: for example, "create a waterfall and take a scenic picture of it", with additional clarifying details. Participants must train a separate agent for each task, using any method they want. Agents are then evaluated by humans who have read the task description. To help participants get started, we provide a dataset of human demonstrations on each of the four tasks, as well as an imitation learning baseline that leverages these demonstrations. Our hope is that this competition will improve our ability to build AI systems that do what their designers intend them to do, even when the intent cannot be easily formalized. Besides allowing AI to solve more tasks, this can also enable more effective regulation of AI systems, as well as making progress on the value alignment problem.
G2L: Semantically Aligned and Uniform Video Grounding via Geodesic and Game Theory
The recent video grounding works attempt to introduce vanilla contrastive learning into video grounding. However, we claim that this naive solution is suboptimal. Contrastive learning requires two key properties: (1) alignment of features of similar samples, and (2) uniformity of the induced distribution of the normalized features on the hypersphere. Due to two annoying issues in video grounding: (1) the co-existence of some visual entities in both ground truth and other moments, \ie semantic overlapping; (2) only a few moments in the video are annotated, \ie sparse annotation dilemma, vanilla contrastive learning is unable to model the correlations between temporally distant moments and learned inconsistent video representations. Both characteristics lead to vanilla contrastive learning being unsuitable for video grounding. In this paper, we introduce Geodesic and Game Localization (G2L), a semantically aligned and uniform video grounding framework via geodesic and game theory. We quantify the correlations among moments leveraging the geodesic distance that guides the model to learn the correct cross-modal representations. Furthermore, from the novel perspective of game theory, we propose semantic Shapley interaction based on geodesic distance sampling to learn fine-grained semantic alignment in similar moments. Experiments on three benchmarks demonstrate the effectiveness of our method.
Automated Rationale Generation: A Technique for Explainable AI and its Effects on Human Perceptions
Automated rationale generation is an approach for real-time explanation generation whereby a computational model learns to translate an autonomous agent's internal state and action data representations into natural language. Training on human explanation data can enable agents to learn to generate human-like explanations for their behavior. In this paper, using the context of an agent that plays Frogger, we describe (a) how to collect a corpus of explanations, (b) how to train a neural rationale generator to produce different styles of rationales, and (c) how people perceive these rationales. We conducted two user studies. The first study establishes the plausibility of each type of generated rationale and situates their user perceptions along the dimensions of confidence, humanlike-ness, adequate justification, and understandability. The second study further explores user preferences between the generated rationales with regard to confidence in the autonomous agent, communicating failure and unexpected behavior. Overall, we find alignment between the intended differences in features of the generated rationales and the perceived differences by users. Moreover, context permitting, participants preferred detailed rationales to form a stable mental model of the agent's behavior.
DSTI at LLMs4OL 2024 Task A: Intrinsic versus extrinsic knowledge for type classification
We introduce semantic towers, an extrinsic knowledge representation method, and compare it to intrinsic knowledge in large language models for ontology learning. Our experiments show a trade-off between performance and semantic grounding for extrinsic knowledge compared to a fine-tuned model intrinsic knowledge. We report our findings on the Large Language Models for Ontology Learning (LLMs4OL) 2024 challenge.
Measuring Domain Knowledge for Early Prediction of Student Performance: A Semantic Approach
The growing popularity of data mining catalyses the researchers to explore various exciting aspects of education. Early prediction of student performance is an emerging area among them. The researchers have used various predictors in performance modelling studies. Although prior cognition can affect student performance, establishing their relationship is still an open research challenge. Quantifying the knowledge from readily available data is the major challenge here. We have proposed a semantic approach for this purpose. Association mining on nearly 0.35 million observations establishes that prior cognition impacts the student performance. The proposed approach of measuring domain knowledge can help the early performance modelling studies to use it as a predictor.
Lewis's Signaling Game as beta-VAE For Natural Word Lengths and Segments
As a sub-discipline of evolutionary and computational linguistics, emergent communication (EC) studies communication protocols, called emergent languages, arising in simulations where agents communicate. A key goal of EC is to give rise to languages that share statistical properties with natural languages. In this paper, we reinterpret Lewis's signaling game, a frequently used setting in EC, as beta-VAE and reformulate its objective function as ELBO. Consequently, we clarify the existence of prior distributions of emergent languages and show that the choice of the priors can influence their statistical properties. Specifically, we address the properties of word lengths and segmentation, known as Zipf's law of abbreviation (ZLA) and Harris's articulation scheme (HAS), respectively. It has been reported that the emergent languages do not follow them when using the conventional objective. We experimentally demonstrate that by selecting an appropriate prior distribution, more natural segments emerge, while suggesting that the conventional one prevents the languages from following ZLA and HAS.
Offline Learning in Markov Games with General Function Approximation
We study offline multi-agent reinforcement learning (RL) in Markov games, where the goal is to learn an approximate equilibrium -- such as Nash equilibrium and (Coarse) Correlated Equilibrium -- from an offline dataset pre-collected from the game. Existing works consider relatively restricted tabular or linear models and handle each equilibria separately. In this work, we provide the first framework for sample-efficient offline learning in Markov games under general function approximation, handling all 3 equilibria in a unified manner. By using Bellman-consistent pessimism, we obtain interval estimation for policies' returns, and use both the upper and the lower bounds to obtain a relaxation on the gap of a candidate policy, which becomes our optimization objective. Our results generalize prior works and provide several additional insights. Importantly, we require a data coverage condition that improves over the recently proposed "unilateral concentrability". Our condition allows selective coverage of deviation policies that optimally trade-off between their greediness (as approximate best responses) and coverage, and we show scenarios where this leads to significantly better guarantees. As a new connection, we also show how our algorithmic framework can subsume seemingly different solution concepts designed for the special case of two-player zero-sum games.
Instruction-Driven Game Engine: A Poker Case Study
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games simply by natural language instructions, which significantly lowers the barrier for game development. We approach the learning process for IDGEs as a Next State Prediction task, wherein the model autoregressively predicts the game states given player actions. The computation of game states must be precise; otherwise, slight errors could corrupt the game-play experience. This is challenging because of the gap between stability and diversity. To address this, we train the IDGE in a curriculum manner that progressively increases its exposure to complex scenarios. Our initial progress lies in developing an IDGE for Poker, which not only supports a wide range of poker variants but also allows for highly individualized new poker games through natural language inputs. This work lays the groundwork for future advancements in transforming how games are created and played.
Strategist: Learning Strategic Skills by LLMs via Bi-Level Tree Search
In this paper, we propose a new method Strategist that utilizes LLMs to acquire new skills for playing multi-agent games through a self-improvement process. Our method gathers quality feedback through self-play simulations with Monte Carlo tree search and LLM-based reflection, which can then be used to learn high-level strategic skills such as how to evaluate states that guide the low-level execution.We showcase how our method can be used in both action planning and dialogue generation in the context of games, achieving good performance on both tasks. Specifically, we demonstrate that our method can help train agents with better performance than both traditional reinforcement learning-based approaches and other LLM-based skill learning approaches in games including the Game of Pure Strategy (GOPS) and The Resistance: Avalon.
Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm
The game of chess is the most widely-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go, by tabula rasa reinforcement learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance in many challenging domains. Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case.
Can LLMs Replace Economic Choice Prediction Labs? The Case of Language-based Persuasion Games
Human choice prediction in economic contexts is crucial for applications in marketing, finance, public policy, and more. This task, however, is often constrained by the difficulties in acquiring human choice data. With most experimental economics studies focusing on simple choice settings, the AI community has explored whether LLMs can substitute for humans in these predictions and examined more complex experimental economics settings. However, a key question remains: can LLMs generate training data for human choice prediction? We explore this in language-based persuasion games, a complex economic setting involving natural language in strategic interactions. Our experiments show that models trained on LLM-generated data can effectively predict human behavior in these games and even outperform models trained on actual human data.
Online Mechanism Design for Information Acquisition
We study the problem of designing mechanisms for information acquisition scenarios. This setting models strategic interactions between an uniformed receiver and a set of informed senders. In our model the senders receive information about the underlying state of nature and communicate their observation (either truthfully or not) to the receiver, which, based on this information, selects an action. Our goal is to design mechanisms maximizing the receiver's utility while incentivizing the senders to report truthfully their information. First, we provide an algorithm that efficiently computes an optimal incentive compatible (IC) mechanism. Then, we focus on the online problem in which the receiver sequentially interacts in an unknown game, with the objective of minimizing the cumulative regret w.r.t. the optimal IC mechanism, and the cumulative violation of the incentive compatibility constraints. We investigate two different online scenarios, i.e., the full and bandit feedback settings. For the full feedback problem, we propose an algorithm that guarantees mathcal O(sqrt T) regret and violation, while for the bandit feedback setting we present an algorithm that attains mathcal O(T^{alpha}) regret and mathcal O(T^{1-alpha/2}) violation for any alphain[1/2, 1]. Finally, we complement our results providing a tight lower bound.
Neural Interactive Proofs
We consider the problem of how a trusted, but computationally bounded agent (a 'verifier') can learn to interact with one or more powerful but untrusted agents ('provers') in order to solve a given task. More specifically, we study the case in which agents are represented using neural networks and refer to solutions of this problem as neural interactive proofs. First we introduce a unifying framework based on prover-verifier games, which generalises previously proposed interaction protocols. We then describe several new protocols for generating neural interactive proofs, and provide a theoretical comparison of both new and existing approaches. Finally, we support this theory with experiments in two domains: a toy graph isomorphism problem that illustrates the key ideas, and a code validation task using large language models. In so doing, we aim to create a foundation for future work on neural interactive proofs and their application in building safer AI systems.
From 'F' to 'A' on the N.Y. Regents Science Exams: An Overview of the Aristo Project
AI has achieved remarkable mastery over games such as Chess, Go, and Poker, and even Jeopardy, but the rich variety of standardized exams has remained a landmark challenge. Even in 2016, the best AI system achieved merely 59.3% on an 8th Grade science exam challenge. This paper reports unprecedented success on the Grade 8 New York Regents Science Exam, where for the first time a system scores more than 90% on the exam's non-diagram, multiple choice (NDMC) questions. In addition, our Aristo system, building upon the success of recent language models, exceeded 83% on the corresponding Grade 12 Science Exam NDMC questions. The results, on unseen test questions, are robust across different test years and different variations of this kind of test. They demonstrate that modern NLP methods can result in mastery on this task. While not a full solution to general question-answering (the questions are multiple choice, and the domain is restricted to 8th Grade science), it represents a significant milestone for the field.
Motif: Intrinsic Motivation from Artificial Intelligence Feedback
Exploring rich environments and evaluating one's actions without prior knowledge is immensely challenging. In this paper, we propose Motif, a general method to interface such prior knowledge from a Large Language Model (LLM) with an agent. Motif is based on the idea of grounding LLMs for decision-making without requiring them to interact with the environment: it elicits preferences from an LLM over pairs of captions to construct an intrinsic reward, which is then used to train agents with reinforcement learning. We evaluate Motif's performance and behavior on the challenging, open-ended and procedurally-generated NetHack game. Surprisingly, by only learning to maximize its intrinsic reward, Motif achieves a higher game score than an algorithm directly trained to maximize the score itself. When combining Motif's intrinsic reward with the environment reward, our method significantly outperforms existing approaches and makes progress on tasks where no advancements have ever been made without demonstrations. Finally, we show that Motif mostly generates intuitive human-aligned behaviors which can be steered easily through prompt modifications, while scaling well with the LLM size and the amount of information given in the prompt.
PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning
Modern Tabletop Games present various interesting challenges for Multi-agent Reinforcement Learning. In this paper, we introduce PyTAG, a new framework that supports interacting with a large collection of games implemented in the Tabletop Games framework. In this work we highlight the challenges tabletop games provide, from a game-playing agent perspective, along with the opportunities they provide for future research. Additionally, we highlight the technical challenges that involve training Reinforcement Learning agents on these games. To explore the Multi-agent setting provided by PyTAG we train the popular Proximal Policy Optimisation Reinforcement Learning algorithm using self-play on a subset of games and evaluate the trained policies against some simple agents and Monte-Carlo Tree Search implemented in the Tabletop Games framework.
Transformer Guided Coevolution: Improved Team Formation in Multiagent Adversarial Games
We consider the problem of team formation within multiagent adversarial games. We propose BERTeam, a novel algorithm that uses a transformer-based deep neural network with Masked Language Model training to select the best team of players from a trained population. We integrate this with coevolutionary deep reinforcement learning, which trains a diverse set of individual players to choose teams from. We test our algorithm in the multiagent adversarial game Marine Capture-The-Flag, and we find that BERTeam learns non-trivial team compositions that perform well against unseen opponents. For this game, we find that BERTeam outperforms MCAA, an algorithm that similarly optimizes team formation.
GameLabel-10K: Collecting Image Preference Data Through Mobile Game Crowdsourcing
The rise of multi-billion parameter models has sparked an intense hunger for data across deep learning. This study explores the possibility of replacing paid annotators with video game players who are rewarded with in-game currency for good performance. We collaborate with the developers of a mobile historical strategy game, Armchair Commander, to test this idea. More specifically, the current study tests this idea using pairwise image preference data, typically used to fine-tune diffusion models. Using this method, we create GameLabel-10K, a dataset with slightly under 10 thousand labels and 7000 unique prompts. In addition to these results, we analyze some limitations of this dataset and publicly release it under an open-source license.
Counter-Strike Deathmatch with Large-Scale Behavioural Cloning
This paper describes an AI agent that plays the popular first-person-shooter (FPS) video game `Counter-Strike; Global Offensive' (CSGO) from pixel input. The agent, a deep neural network, matches the performance of the medium difficulty built-in AI on the deathmatch game mode, whilst adopting a humanlike play style. Unlike much prior work in games, no API is available for CSGO, so algorithms must train and run in real-time. This limits the quantity of on-policy data that can be generated, precluding many reinforcement learning algorithms. Our solution uses behavioural cloning - training on a large noisy dataset scraped from human play on online servers (4 million frames, comparable in size to ImageNet), and a smaller dataset of high-quality expert demonstrations. This scale is an order of magnitude larger than prior work on imitation learning in FPS games.
A Minimaximalist Approach to Reinforcement Learning from Human Feedback
We present Self-Play Preference Optimization (SPO), an algorithm for reinforcement learning from human feedback. Our approach is minimalist in that it does not require training a reward model nor unstable adversarial training and is therefore rather simple to implement. Our approach is maximalist in that it provably handles non-Markovian, intransitive, and stochastic preferences while being robust to the compounding errors that plague offline approaches to sequential prediction. To achieve the preceding qualities, we build upon the concept of a Minimax Winner (MW), a notion of preference aggregation from the social choice theory literature that frames learning from preferences as a zero-sum game between two policies. By leveraging the symmetry of this game, we prove that rather than using the traditional technique of dueling two policies to compute the MW, we can simply have a single agent play against itself while maintaining strong convergence guarantees. Practically, this corresponds to sampling multiple trajectories from a policy, asking a rater or preference model to compare them, and then using the proportion of wins as the reward for a particular trajectory. We demonstrate that on a suite of continuous control tasks, we are able to learn significantly more efficiently than reward-model based approaches while maintaining robustness to the intransitive and stochastic preferences that frequently occur in practice when aggregating human judgments.
Improving alignment of dialogue agents via targeted human judgements
We present Sparrow, an information-seeking dialogue agent trained to be more helpful, correct, and harmless compared to prompted language model baselines. We use reinforcement learning from human feedback to train our models with two new additions to help human raters judge agent behaviour. First, to make our agent more helpful and harmless, we break down the requirements for good dialogue into natural language rules the agent should follow, and ask raters about each rule separately. We demonstrate that this breakdown enables us to collect more targeted human judgements of agent behaviour and allows for more efficient rule-conditional reward models. Second, our agent provides evidence from sources supporting factual claims when collecting preference judgements over model statements. For factual questions, evidence provided by Sparrow supports the sampled response 78% of the time. Sparrow is preferred more often than baselines while being more resilient to adversarial probing by humans, violating our rules only 8% of the time when probed. Finally, we conduct extensive analyses showing that though our model learns to follow our rules it can exhibit distributional biases.
AvalonBench: Evaluating LLMs Playing the Game of Avalon
In this paper, we explore the potential of Large Language Models (LLMs) Agents in playing the strategic social deduction game, Resistance Avalon. Players in Avalon are challenged not only to make informed decisions based on dynamically evolving game phases, but also to engage in discussions where they must deceive, deduce, and negotiate with other players. These characteristics make Avalon a compelling test-bed to study the decision-making and language-processing capabilities of LLM Agents. To facilitate research in this line, we introduce AvalonBench - a comprehensive game environment tailored for evaluating multi-agent LLM Agents. This benchmark incorporates: (1) a game environment for Avalon, (2) rule-based bots as baseline opponents, and (3) ReAct-style LLM agents with tailored prompts for each role. Notably, our evaluations based on AvalonBench highlight a clear capability gap. For instance, models like ChatGPT playing good-role got a win rate of 22.2% against rule-based bots playing evil, while good-role bot achieves 38.2% win rate in the same setting. We envision AvalonBench could be a good test-bed for developing more advanced LLMs (with self-playing) and agent frameworks that can effectively model the layered complexities of such game environments.
Online Information Acquisition: Hiring Multiple Agents
We investigate the mechanism design problem faced by a principal who hires multiple agents to gather and report costly information. Then, the principal exploits the information to make an informed decision. We model this problem as a game, where the principal announces a mechanism consisting in action recommendations and a payment function, a.k.a. scoring rule. Then, each agent chooses an effort level and receives partial information about an underlying state of nature based on the effort. Finally, the agents report the information (possibly non-truthfully), the principal takes a decision based on this information, and the agents are paid according to the scoring rule. While previous work focuses on single-agent problems, we consider multi-agents settings. This poses the challenge of coordinating the agents' efforts and aggregating correlated information. Indeed, we show that optimal mechanisms must correlate agents' efforts, which introduces externalities among the agents, and hence complex incentive compatibility constraints and equilibrium selection problems. First, we design a polynomial-time algorithm to find an optimal incentive compatible mechanism. Then, we study an online problem, where the principal repeatedly interacts with a group of unknown agents. We design a no-regret algorithm that provides mathcal{O}(T^{2/3}) regret with respect to an optimal mechanism, matching the state-of-the-art bound for single-agent settings.
Deciphering Digital Detectives: Understanding LLM Behaviors and Capabilities in Multi-Agent Mystery Games
In this study, we explore the application of Large Language Models (LLMs) in Jubensha, a Chinese detective role-playing game and a novel area in Artificial Intelligence (AI) driven gaming. We introduce the first dataset specifically for Jubensha, including character scripts and game rules, to foster AI agent development in this complex narrative environment. Our work also presents a unique multi-agent interaction framework using LLMs, allowing AI agents to autonomously engage in this game. To evaluate the gaming performance of these AI agents, we developed novel methods measuring their mastery of case information and reasoning skills. Furthermore, we incorporated the latest advancements in in-context learning to improve the agents' performance in information gathering, murderer identification, and logical reasoning. The experimental results validate the effectiveness of our proposed methods. This work aims to offer a novel perspective on understanding LLM capabilities and establish a new benchmark for evaluating large language model-based agents.
Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia
Agent-based modeling has been around for decades, and applied widely across the social and natural sciences. The scope of this research method is now poised to grow dramatically as it absorbs the new affordances provided by Large Language Models (LLM)s. Generative Agent-Based Models (GABM) are not just classic Agent-Based Models (ABM)s where the agents talk to one another. Rather, GABMs are constructed using an LLM to apply common sense to situations, act "reasonably", recall common semantic knowledge, produce API calls to control digital technologies like apps, and communicate both within the simulation and to researchers viewing it from the outside. Here we present Concordia, a library to facilitate constructing and working with GABMs. Concordia makes it easy to construct language-mediated simulations of physically- or digitally-grounded environments. Concordia agents produce their behavior using a flexible component system which mediates between two fundamental operations: LLM calls and associative memory retrieval. A special agent called the Game Master (GM), which was inspired by tabletop role-playing games, is responsible for simulating the environment where the agents interact. Agents take actions by describing what they want to do in natural language. The GM then translates their actions into appropriate implementations. In a simulated physical world, the GM checks the physical plausibility of agent actions and describes their effects. In digital environments simulating technologies such as apps and services, the GM may handle API calls to integrate with external tools such as general AI assistants (e.g., Bard, ChatGPT), and digital apps (e.g., Calendar, Email, Search, etc.). Concordia was designed to support a wide array of applications both in scientific research and for evaluating performance of real digital services by simulating users and/or generating synthetic data.
CaSiNo: A Corpus of Campsite Negotiation Dialogues for Automatic Negotiation Systems
Automated systems that negotiate with humans have broad applications in pedagogy and conversational AI. To advance the development of practical negotiation systems, we present CaSiNo: a novel corpus of over a thousand negotiation dialogues in English. Participants take the role of campsite neighbors and negotiate for food, water, and firewood packages for their upcoming trip. Our design results in diverse and linguistically rich negotiations while maintaining a tractable, closed-domain environment. Inspired by the literature in human-human negotiations, we annotate persuasion strategies and perform correlation analysis to understand how the dialogue behaviors are associated with the negotiation performance. We further propose and evaluate a multi-task framework to recognize these strategies in a given utterance. We find that multi-task learning substantially improves the performance for all strategy labels, especially for the ones that are the most skewed. We release the dataset, annotations, and the code to propel future work in human-machine negotiations: https://github.com/kushalchawla/CaSiNo
I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and Dragons
We propose a novel task, G4C, to study teacher-student natural language interactions in a goal-driven and grounded environment. Dungeons and Dragons (D&D), a role-playing game, provides an ideal setting to investigate such interactions. Here, the Dungeon Master (DM), i.e., the teacher, guides the actions of several players -- students, each with their own personas and abilities -- to achieve shared goals grounded in a fantasy world. Our approach is to decompose and model these interactions into (1) the DM's intent to guide players toward a given goal; (2) the DM's guidance utterance to the players expressing this intent; and (3) a theory-of-mind (ToM) model that anticipates the players' reaction to the guidance one turn into the future. We develop a novel reinforcement learning (RL) method for training a DM that generates guidance for players by rewarding utterances where the intent matches the ToM-anticipated player actions. Human and automated evaluations show that a DM trained to explicitly model intents and incorporate ToM of the players using RL generates better-quality guidance that is 3x more likely to fulfill the DM's intent than a vanilla natural language generation (NLG) approach.
PlayMyData: a curated dataset of multi-platform video games
Being predominant in digital entertainment for decades, video games have been recognized as valuable software artifacts by the software engineering (SE) community just recently. Such an acknowledgment has unveiled several research opportunities, spanning from empirical studies to the application of AI techniques for classification tasks. In this respect, several curated game datasets have been disclosed for research purposes even though the collected data are insufficient to support the application of advanced models or to enable interdisciplinary studies. Moreover, the majority of those are limited to PC games, thus excluding notorious gaming platforms, e.g., PlayStation, Xbox, and Nintendo. In this paper, we propose PlayMyData, a curated dataset composed of 99,864 multi-platform games gathered by IGDB website. By exploiting a dedicated API, we collect relevant metadata for each game, e.g., description, genre, rating, gameplay video URLs, and screenshots. Furthermore, we enrich PlayMyData with the timing needed to complete each game by mining the HLTB website. To the best of our knowledge, this is the most comprehensive dataset in the domain that can be used to support different automated tasks in SE. More importantly, PlayMyData can be used to foster cross-domain investigations built on top of the provided multimedia data.
Human or Not? A Gamified Approach to the Turing Test
We present "Human or Not?", an online game inspired by the Turing test, that measures the capability of AI chatbots to mimic humans in dialog, and of humans to tell bots from other humans. Over the course of a month, the game was played by over 1.5 million users who engaged in anonymous two-minute chat sessions with either another human or an AI language model which was prompted to behave like humans. The task of the players was to correctly guess whether they spoke to a person or to an AI. This largest scale Turing-style test conducted to date revealed some interesting facts. For example, overall users guessed the identity of their partners correctly in only 68% of the games. In the subset of the games in which users faced an AI bot, users had even lower correct guess rates of 60% (that is, not much higher than chance). This white paper details the development, deployment, and results of this unique experiment. While this experiment calls for many extensions and refinements, these findings already begin to shed light on the inevitable near future which will commingle humans and AI.
Building Open-Ended Embodied Agent via Language-Policy Bidirectional Adaptation
Building open-ended learning agents involves challenges in pre-trained language model (LLM) and reinforcement learning (RL) approaches. LLMs struggle with context-specific real-time interactions, while RL methods face efficiency issues for exploration. To this end, we propose OpenContra, a co-training framework that cooperates LLMs and GRL to construct an open-ended agent capable of comprehending arbitrary human instructions. The implementation comprises two stages: (1) fine-tuning an LLM to translate human instructions into structured goals, and curriculum training a goal-conditioned RL policy to execute arbitrary goals; (2) collaborative training to make the LLM and RL policy learn to adapt each, achieving open-endedness on instruction space. We conduct experiments on Contra, a battle royale FPS game with a complex and vast goal space. The results show that an agent trained with OpenContra comprehends arbitrary human instructions and completes goals with a high completion ratio, which proves that OpenContra may be the first practical solution for constructing open-ended embodied agents.
How Far Are We on the Decision-Making of LLMs? Evaluating LLMs' Gaming Ability in Multi-Agent Environments
Decision-making, a complicated task requiring various types of abilities, presents an excellent framework for assessing Large Language Models (LLMs). Our research investigates LLMs' decision-making capabilities through the lens of a well-established field, Game Theory. We focus specifically on games that support the participation of more than two agents simultaneously. Subsequently, we introduce our framework, GAMA-Bench, including eight classical multi-agent games. We design a scoring scheme to assess a model's performance in these games quantitatively. Through GAMA-Bench, we investigate LLMs' robustness, generalizability, and enhancement strategies. Results reveal that while GPT-3.5 shows satisfying robustness, its generalizability is relatively limited. However, its performance can be improved through approaches such as Chain-of-Thought. Additionally, we conduct evaluations across various LLMs and find that GPT-4 outperforms other models on GAMA-Bench, achieving a score of 60.5. Moreover, Gemini-1.0-Pro and GPT-3.5 (0613, 1106, 0125) demonstrate similar intelligence on GAMA-Bench. The code and experimental results are made publicly available via https://github.com/CUHK-ARISE/GAMABench.
Chess as a Testbed for Language Model State Tracking
Transformer language models have made tremendous strides in natural language understanding tasks. However, the complexity of natural language makes it challenging to ascertain how accurately these models are tracking the world state underlying the text. Motivated by this issue, we consider the task of language modeling for the game of chess. Unlike natural language, chess notations describe a simple, constrained, and deterministic domain. Moreover, we observe that the appropriate choice of chess notation allows for directly probing the world state, without requiring any additional probing-related machinery. We find that: (a) With enough training data, transformer language models can learn to track pieces and predict legal moves with high accuracy when trained solely on move sequences. (b) For small training sets providing access to board state information during training can yield significant improvements. (c) The success of transformer language models is dependent on access to the entire game history i.e. "full attention". Approximating this full attention results in a significant performance drop. We propose this testbed as a benchmark for future work on the development and analysis of transformer language models.
Does Liking Yellow Imply Driving a School Bus? Semantic Leakage in Language Models
Despite their wide adoption, the biases and unintended behaviors of language models remain poorly understood. In this paper, we identify and characterize a phenomenon never discussed before, which we call semantic leakage, where models leak irrelevant information from the prompt into the generation in unexpected ways. We propose an evaluation setting to detect semantic leakage both by humans and automatically, curate a diverse test suite for diagnosing this behavior, and measure significant semantic leakage in 13 flagship models. We also show that models exhibit semantic leakage in languages besides English and across different settings and generation scenarios. This discovery highlights yet another type of bias in language models that affects their generation patterns and behavior.
STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models
Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.
Quizbowl: The Case for Incremental Question Answering
Scholastic trivia competitions test knowledge and intelligence through mastery of question answering. Modern question answering benchmarks are one variant of the Turing test. Specifically, answering a set of questions as well as a human is a minimum bar towards demonstrating human-like intelligence. This paper makes the case that the format of one competition -- where participants can answer in the middle of hearing a question (incremental) -- better differentiates the skill between (human or machine) players. Additionally, merging a sequential decision-making sub-task with question answering (QA) provides a good setting for research in model calibration and opponent modeling. Thus, embedded in this task are three machine learning challenges: (1) factoid QA over thousands of Wikipedia-like answers, (2) calibration of the QA model's confidence scores, and (3) sequential decision-making that incorporates knowledge of the QA model, its calibration, and what the opponent may do. We make two contributions: (1) collecting and curating a large factoid QA dataset and an accompanying gameplay dataset, and (2) developing a model that addresses these three machine learning challenges. In addition to offline evaluation, we pitted our model against some of the most accomplished trivia players in the world in a series of exhibition matches spanning several years. Throughout this paper, we show that collaborations with the vibrant trivia community have contributed to the quality of our dataset, spawned new research directions, and doubled as an exciting way to engage the public with research in machine learning and natural language processing.
Who Needs to Know? Minimal Knowledge for Optimal Coordination
To optimally coordinate with others in cooperative games, it is often crucial to have information about one's collaborators: successful driving requires understanding which side of the road to drive on. However, not every feature of collaborators is strategically relevant: the fine-grained acceleration of drivers may be ignored while maintaining optimal coordination. We show that there is a well-defined dichotomy between strategically relevant and irrelevant information. Moreover, we show that, in dynamic games, this dichotomy has a compact representation that can be efficiently computed via a Bellman backup operator. We apply this algorithm to analyze the strategically relevant information for tasks in both a standard and a partially observable version of the Overcooked environment. Theoretical and empirical results show that our algorithms are significantly more efficient than baselines. Videos are available at https://minknowledge.github.io.
Checkmating One, by Using Many: Combining Mixture of Experts with MCTS to Improve in Chess
This paper presents a new approach that integrates deep learning with computational chess, using both the Mixture of Experts (MoE) method and Monte-Carlo Tree Search (MCTS). Our methodology employs a suite of specialized models, each designed to respond to specific changes in the game's input data. This results in a framework with sparsely activated models, which provides significant computational benefits. Our framework combines the MoE method with MCTS, in order to align it with the strategic phases of chess, thus departing from the conventional ``one-for-all'' model. Instead, we utilize distinct game phase definitions to effectively distribute computational tasks across multiple expert neural networks. Our empirical research shows a substantial improvement in playing strength, surpassing the traditional single-model framework. This validates the efficacy of our integrated approach and highlights the potential of incorporating expert knowledge and strategic principles into neural network design. The fusion of MoE and MCTS offers a promising avenue for advancing machine learning architectures.
Leveraging Word Guessing Games to Assess the Intelligence of Large Language Models
The automatic evaluation of LLM-based agent intelligence is critical in developing advanced LLM-based agents. Although considerable effort has been devoted to developing human-annotated evaluation datasets, such as AlpacaEval, existing techniques are costly, time-consuming, and lack adaptability. In this paper, inspired by the popular language game ``Who is Spy'', we propose to use the word guessing game to assess the intelligence performance of LLMs. Given a word, the LLM is asked to describe the word and determine its identity (spy or not) based on its and other players' descriptions. Ideally, an advanced agent should possess the ability to accurately describe a given word using an aggressive description while concurrently maximizing confusion in the conservative description, enhancing its participation in the game. To this end, we first develop DEEP to evaluate LLMs' expression and disguising abilities. DEEP requires LLM to describe a word in aggressive and conservative modes. We then introduce SpyGame, an interactive multi-agent framework designed to assess LLMs' intelligence through participation in a competitive language-based board game. Incorporating multi-agent interaction, SpyGame requires the target LLM to possess linguistic skills and strategic thinking, providing a more comprehensive evaluation of LLMs' human-like cognitive abilities and adaptability in complex communication situations. The proposed evaluation framework is very easy to implement. We collected words from multiple sources, domains, and languages and used the proposed evaluation framework to conduct experiments. Extensive experiments demonstrate that the proposed DEEP and SpyGame effectively evaluate the capabilities of various LLMs, capturing their ability to adapt to novel situations and engage in strategic communication.
Robust Subtask Learning for Compositional Generalization
Compositional reinforcement learning is a promising approach for training policies to perform complex long-horizon tasks. Typically, a high-level task is decomposed into a sequence of subtasks and a separate policy is trained to perform each subtask. In this paper, we focus on the problem of training subtask policies in a way that they can be used to perform any task; here, a task is given by a sequence of subtasks. We aim to maximize the worst-case performance over all tasks as opposed to the average-case performance. We formulate the problem as a two agent zero-sum game in which the adversary picks the sequence of subtasks. We propose two RL algorithms to solve this game: one is an adaptation of existing multi-agent RL algorithms to our setting and the other is an asynchronous version which enables parallel training of subtask policies. We evaluate our approach on two multi-task environments with continuous states and actions and demonstrate that our algorithms outperform state-of-the-art baselines.
Learning to Play Imperfect-Information Games by Imitating an Oracle Planner
We consider learning to play multiplayer imperfect-information games with simultaneous moves and large state-action spaces. Previous attempts to tackle such challenging games have largely focused on model-free learning methods, often requiring hundreds of years of experience to produce competitive agents. Our approach is based on model-based planning. We tackle the problem of partial observability by first building an (oracle) planner that has access to the full state of the environment and then distilling the knowledge of the oracle to a (follower) agent which is trained to play the imperfect-information game by imitating the oracle's choices. We experimentally show that planning with naive Monte Carlo tree search does not perform very well in large combinatorial action spaces. We therefore propose planning with a fixed-depth tree search and decoupled Thompson sampling for action selection. We show that the planner is able to discover efficient playing strategies in the games of Clash Royale and Pommerman and the follower policy successfully learns to implement them by training on a few hundred battles.
GameArena: Evaluating LLM Reasoning through Live Computer Games
Evaluating the reasoning abilities of large language models (LLMs) is challenging. Existing benchmarks often depend on static datasets, which are vulnerable to data contamination and may get saturated over time, or on binary live human feedback that conflates reasoning with other abilities. As the most prominent dynamic benchmark, Chatbot Arena evaluates open-ended questions in real-world settings, but lacks the granularity in assessing specific reasoning capabilities. We introduce GameArena, a dynamic benchmark designed to evaluate LLM reasoning capabilities through interactive gameplay with humans. GameArena consists of three games designed to test specific reasoning capabilities (e.g., deductive and inductive reasoning), while keeping participants entertained and engaged. We analyze the gaming data retrospectively to uncover the underlying reasoning processes of LLMs and measure their fine-grained reasoning capabilities. We collect over 2000 game sessions and provide detailed assessments of various reasoning capabilities for five state-of-the-art LLMs. Our user study with 100 participants suggests that GameArena improves user engagement compared to Chatbot Arena. For the first time, GameArena enables the collection of step-by-step LLM reasoning data in the wild.
CodeSearchNet Challenge: Evaluating the State of Semantic Code Search
Semantic code search is the task of retrieving relevant code given a natural language query. While related to other information retrieval tasks, it requires bridging the gap between the language used in code (often abbreviated and highly technical) and natural language more suitable to describe vague concepts and ideas. To enable evaluation of progress on code search, we are releasing the CodeSearchNet Corpus and are presenting the CodeSearchNet Challenge, which consists of 99 natural language queries with about 4k expert relevance annotations of likely results from CodeSearchNet Corpus. The corpus contains about 6 million functions from open-source code spanning six programming languages (Go, Java, JavaScript, PHP, Python, and Ruby). The CodeSearchNet Corpus also contains automatically generated query-like natural language for 2 million functions, obtained from mechanically scraping and preprocessing associated function documentation. In this article, we describe the methodology used to obtain the corpus and expert labels, as well as a number of simple baseline solutions for the task. We hope that CodeSearchNet Challenge encourages researchers and practitioners to study this interesting task further and will host a competition and leaderboard to track the progress on the challenge. We are also keen on extending CodeSearchNet Challenge to more queries and programming languages in the future.
Evidence of Meaning in Language Models Trained on Programs
We present evidence that language models can learn meaning despite being trained only to perform next token prediction on text, specifically a corpus of programs. Each program is preceded by a specification in the form of (textual) input-output examples. Working with programs enables us to precisely define concepts relevant to meaning in language (e.g., correctness and semantics), making program synthesis well-suited as an intermediate testbed for characterizing the presence (or absence) of meaning in language models. We first train a Transformer model on the corpus of programs, then probe the trained model's hidden states as it completes a program given a specification. Despite providing no inductive bias toward learning the semantics of the language, we find that a linear probe is able to extract abstractions of both current and future program states from the model states. Moreover, there is a strong, statistically significant correlation between the accuracy of the probe and the model's ability to generate a program that implements the specification. To evaluate whether the semantics are represented in the model states rather than learned by the probe, we design a novel experimental procedure that intervenes on the semantics of the language while preserving the lexicon and syntax. We also demonstrate that the model learns to generate correct programs that are, on average, shorter than those in the training set, which is evidence that language model outputs may differ from the training distribution in semantically meaningful ways. In summary, this paper does not propose any new techniques for training language models, but develops an experimental framework for and provides insights into the acquisition and representation of (formal) meaning in language models.
From Occlusion to Insight: Object Search in Semantic Shelves using Large Language Models
How can a robot efficiently extract a desired object from a shelf when it is fully occluded by other objects? Prior works propose geometric approaches for this problem but do not consider object semantics. Shelves in pharmacies, restaurant kitchens, and grocery stores are often organized such that semantically similar objects are placed close to one another. Can large language models (LLMs) serve as semantic knowledge sources to accelerate robotic mechanical search in semantically arranged environments? With Semantic Spatial Search on Shelves (S^4), we use LLMs to generate affinity matrices, where entries correspond to semantic likelihood of physical proximity between objects. We derive semantic spatial distributions by synthesizing semantics with learned geometric constraints. S^4 incorporates Optical Character Recognition (OCR) and semantic refinement with predictions from ViLD, an open-vocabulary object detection model. Simulation experiments suggest that semantic spatial search reduces the search time relative to pure spatial search by an average of 24% across three domains: pharmacy, kitchen, and office shelves. A manually collected dataset of 100 semantic scenes suggests that OCR and semantic refinement improve object detection accuracy by 35%. Lastly, physical experiments in a pharmacy shelf suggest 47.1% improvement over pure spatial search. Supplementary material can be found at https://sites.google.com/view/s4-rss/home.
Cultural Evolution of Cooperation among LLM Agents
Large language models (LLMs) provide a compelling foundation for building generally-capable AI agents. These agents may soon be deployed at scale in the real world, representing the interests of individual humans (e.g., AI assistants) or groups of humans (e.g., AI-accelerated corporations). At present, relatively little is known about the dynamics of multiple LLM agents interacting over many generations of iterative deployment. In this paper, we examine whether a "society" of LLM agents can learn mutually beneficial social norms in the face of incentives to defect, a distinctive feature of human sociality that is arguably crucial to the success of civilization. In particular, we study the evolution of indirect reciprocity across generations of LLM agents playing a classic iterated Donor Game in which agents can observe the recent behavior of their peers. We find that the evolution of cooperation differs markedly across base models, with societies of Claude 3.5 Sonnet agents achieving significantly higher average scores than Gemini 1.5 Flash, which, in turn, outperforms GPT-4o. Further, Claude 3.5 Sonnet can make use of an additional mechanism for costly punishment to achieve yet higher scores, while Gemini 1.5 Flash and GPT-4o fail to do so. For each model class, we also observe variation in emergent behavior across random seeds, suggesting an understudied sensitive dependence on initial conditions. We suggest that our evaluation regime could inspire an inexpensive and informative new class of LLM benchmarks, focussed on the implications of LLM agent deployment for the cooperative infrastructure of society.
Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning
Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/
Model-Based Opponent Modeling
When one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different opponents. In addition, it is also important to consider opponents who are learning simultaneously or capable of reasoning. However, existing work usually tackles only one of the aforementioned types of opponents. In this paper, we propose model-based opponent modeling (MBOM), which employs the environment model to adapt to all kinds of opponents. MBOM simulates the recursive reasoning process in the environment model and imagines a set of improving opponent policies. To effectively and accurately represent the opponent policy, MBOM further mixes the imagined opponent policies according to the similarity with the real behaviors of opponents. Empirically, we show that MBOM achieves more effective adaptation than existing methods in a variety of tasks, respectively with different types of opponents, i.e., fixed policy, na\"ive learner, and reasoning learner.
Diffusion Models Are Real-Time Game Engines
We present GameNGen, the first game engine powered entirely by a neural model that enables real-time interaction with a complex environment over long trajectories at high quality. GameNGen can interactively simulate the classic game DOOM at over 20 frames per second on a single TPU. Next frame prediction achieves a PSNR of 29.4, comparable to lossy JPEG compression. Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation. GameNGen is trained in two phases: (1) an RL-agent learns to play the game and the training sessions are recorded, and (2) a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and actions. Conditioning augmentations enable stable auto-regressive generation over long trajectories.
Evaluating the Moral Beliefs Encoded in LLMs
This paper presents a case study on the design, administration, post-processing, and evaluation of surveys on large language models (LLMs). It comprises two components: (1) A statistical method for eliciting beliefs encoded in LLMs. We introduce statistical measures and evaluation metrics that quantify the probability of an LLM "making a choice", the associated uncertainty, and the consistency of that choice. (2) We apply this method to study what moral beliefs are encoded in different LLMs, especially in ambiguous cases where the right choice is not obvious. We design a large-scale survey comprising 680 high-ambiguity moral scenarios (e.g., "Should I tell a white lie?") and 687 low-ambiguity moral scenarios (e.g., "Should I stop for a pedestrian on the road?"). Each scenario includes a description, two possible actions, and auxiliary labels indicating violated rules (e.g., "do not kill"). We administer the survey to 28 open- and closed-source LLMs. We find that (a) in unambiguous scenarios, most models "choose" actions that align with commonsense. In ambiguous cases, most models express uncertainty. (b) Some models are uncertain about choosing the commonsense action because their responses are sensitive to the question-wording. (c) Some models reflect clear preferences in ambiguous scenarios. Specifically, closed-source models tend to agree with each other.