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Oct 1

GTAlign: Game-Theoretic Alignment of LLM Assistants for Mutual Welfare

Large Language Models (LLMs) have achieved remarkable progress in reasoning, yet sometimes produce responses that are suboptimal for users in tasks such as writing, information seeking, or providing practical guidance. Conventional alignment practices typically assume that maximizing model reward also maximizes user welfare, but this assumption frequently fails in practice: models may over-clarify or generate overly verbose reasoning when users prefer concise answers. Such behaviors resemble the prisoner's dilemma, where individually rational choices lead to socially suboptimal outcomes. The fundamental challenge is the lack of a principled decision making mechanism that mutually benefits both the LLM and the user. We propose Game-Theoretic Alignment (GTAlign), an alignment framework that integrates game-theoretic decision making into both reasoning and training. During reasoning, the model explicitly treats user-LLM interaction as a strategic game: it constructs payoff matrices within its reasoning chain to estimate welfare for both itself and the user, and then selects actions that are mutually beneficial. During training, we introduce a mutual welfare reward that reinforces cooperative responses, aligning model behavior with socially efficient outcomes. In addition, we introduce an inference technique that leverages game-theoretic reasoning to dynamically adapt LLM's response when pricing policies of LLM service change. Extensive experiments demonstrate that GTAlign substantially improves reasoning efficiency, answer quality, and mutual welfare compared to baselines across diverse tasks. The code is available at https://github.com/ulab-uiuc/GTAlign .

The PokeAgent Challenge: Competitive and Long-Context Learning at Scale

We present the PokeAgent Challenge, a large-scale benchmark for decision-making research built on Pokemon's multi-agent battle system and expansive role-playing game (RPG) environment. Partial observability, game-theoretic reasoning, and long-horizon planning remain open problems for frontier AI, yet few benchmarks stress all three simultaneously under realistic conditions. PokeAgent targets these limitations at scale through two complementary tracks: our Battling Track, which calls for strategic reasoning and generalization under partial observability in competitive Pokemon battles, and our Speedrunning Track, which requires long-horizon planning and sequential decision-making in the Pokemon RPG. Our Battling Track supplies a dataset of 20M+ battle trajectories alongside a suite of heuristic, RL, and LLM-based baselines capable of high-level competitive play. Our Speedrunning Track provides the first standardized evaluation framework for RPG speedrunning, including an open-source multi-agent orchestration system for modular, reproducible comparisons of harness-based LLM approaches. Our NeurIPS 2025 competition validates both the quality of our resources and the research community's interest in Pokemon, with over 100 teams competing across both tracks and winning solutions detailed in our paper. Participant submissions and our baselines reveal considerable gaps between generalist (LLM), specialist (RL), and elite human performance. Analysis against the BenchPress evaluation matrix shows that Pokemon battling is nearly orthogonal to standard LLM benchmarks, measuring capabilities not captured by existing suites and positioning Pokemon as an unsolved benchmark that can drive RL and LLM research forward. We transition to a living benchmark with a live leaderboard for Battling and self-contained evaluation for Speedrunning at https://pokeagentchallenge.com.

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.

  • 12 authors
·
Nov 8, 2024 2

Who's the MVP? A Game-Theoretic Evaluation Benchmark for Modular Attribution in LLM Agents

Large Language Model (LLM) agents frameworks often employ modular architectures, incorporating components such as planning, reasoning, action execution, and reflection to tackle complex tasks. However, quantifying the contribution of each module to overall system performance remains a significant challenge, impeding optimization and interpretability. To address this, we introduce CapaBench (Capability-level Assessment Benchmark), an evaluation framework grounded in cooperative game theory's Shapley Value, which systematically measures the marginal impact of individual modules and their interactions within an agent's architecture. By replacing default modules with test variants across all possible combinations, CapaBench provides a principle method for attributing performance contributions. Key contributions include: (1) We are the first to propose a Shapley Value-based methodology for quantifying the contributions of capabilities in LLM agents; (2) Modules with high Shapley Values consistently lead to predictable performance gains when combined, enabling targeted optimization; and (3) We build a multi-round dataset of over 1,500 entries spanning diverse domains and practical task scenarios, enabling comprehensive evaluation of agent capabilities. CapaBench bridges the gap between component-level evaluation and holistic system assessment, providing actionable insights for optimizing modular LLM agents and advancing their deployment in complex, real-world scenarios.

  • 16 authors
·
Feb 1, 2025

From Reasoning to Agentic: Credit Assignment in Reinforcement Learning for Large Language Models

Reinforcement learning (RL) for large language models (LLMs) increasingly relies on sparse, outcome-level rewards -- yet determining which actions within a long trajectory caused the outcome remains difficult. This credit assignment (CA) problem manifests in two regimes: reasoning RL, where credit must be distributed across tokens and steps within a single chain-of-thought generation (500--30K+ tokens); and agentic RL, where multi-turn environment interaction introduces stochastic transitions, partial observability, and horizons of 100+ turns (100K--1M tokens), making episode-level credit increasingly uninformative. We survey 47 CA methods (41 core, 6 adjacent enablers) published between 2024 and early 2026, organizing them in a two-dimensional taxonomy by assignment granularity (token, segment, step, turn, multi-agent) and methodology (Monte Carlo, temporal difference, model-based, game-theoretic, information-theoretic). Beyond the survey itself, we contribute three reusable resources: (1) a structured, machine-readable paper inventory with taxonomy labels, baseline families, and evidence levels; (2) a reporting checklist for future CA papers, validated against the reviewed literature to identify systematic methodological gaps; and (3) a benchmark protocol specification with task families, metadata requirements, and controlled bifurcation tasks, accompanied by a method selection decision tree. Our synthesis suggests that the shift from reasoning to agentic RL complicates and reshapes the credit assignment landscape: reasoning CA is maturing around process reward models and critic-free group comparison, while agentic CA is driving genuinely new approaches -- hindsight counterfactual analysis, privileged asymmetric critics, and turn-level MDP reformulations -- that have no direct precedent in reasoning RL.

  • 1 authors
·
Apr 12 2

Sequential Causal Normal Form Games: Theory, Computation, and Strategic Signaling

Can classical game-theoretic frameworks be extended to capture the bounded rationality and causal reasoning of AI agents? We investigate this question by extending Causal Normal Form Games (CNFGs) to sequential settings, introducing Sequential Causal Multi-Agent Systems (S-CMAS) that incorporate Pearl's Causal Hierarchy across leader-follower interactions. While theoretically elegant -- we prove PSPACE-completeness, develop equilibrium refinements, and establish connections to signaling theory -- our comprehensive empirical investigation reveals a critical limitation: S-CNE provides zero welfare improvement over classical Stackelberg equilibrium across all tested scenarios. Through 50+ Monte Carlo simulations and hand-crafted synthetic examples, we demonstrate that backward induction with rational best-response eliminates any strategic advantage from causal layer distinctions. We construct a theoretical example illustrating conditions where benefits could emerge (ε-rational satisficing followers), though implementation confirms that even relaxed rationality assumptions prove insufficient when good instincts align with optimal play. This negative result provides valuable insight: classical game-theoretic extensions grounded in rational choice are fundamentally incompatible with causal reasoning advantages, motivating new theoretical frameworks beyond standard Nash equilibrium for agentic AI.

  • 1 authors
·
Nov 10, 2025

Evaluating Language Models' Evaluations of Games

Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how models play games such as chess and Go. In this paper, we advocate for a new paradigm that assesses AI systems' evaluation of games. First, we introduce a formalism for evaluating such evaluations. We then leverage a large-scale dataset of over 100 novel board games and over 450 human judgments to compare evaluations produced by modern language and reasoning models against those of people and symbolic computational agents. We consider two kinds of evaluative queries: assessing the payoff (or fairness) and the funness of games. These queries span two dimensions relevant to the design of evaluations of AI evaluations: how complex a query is to compute and how difficult a query is to quantify. Our results show that reasoning models are generally more aligned to people in their evaluations of games than non-reasoning language models. However, we observe a non-monotonic relationship: as models get closer to game-theoretic optimal, their fit to human data weakens. We also observe more "jaggedness" across models for assessing funness, in line with the greater difficulty of quantifying this query. Across queries and games, reasoning models show highly variable and unpredictable resource usage when assessing queries, pointing to the importance of imbuing more resource-rational meta-reasoning in language and reasoning models.

  • 12 authors
·
Oct 12, 2025 2

Regret Minimization with Adaptive Opponents in Repeated Games

In this paper, we study regret minimization in repeated games with adaptive opponents who can respond based on histories of play. The standard metric of external regret in online learning is known to fail to capture such adaptivity. To account for players' counterfactual reasoning, we introduce {\tt Repeated Policy Regret (RP-Regret)}, a game-theoretic metric that measures the difference between the realized and the best-in-hindsight accumulated utility when all players can respond to the history of play. Compared to existing regret notions in this setting, ours is native to repeated game playing, enabling stronger comparators and opponents with fewer constraints, while maintaining the possibility of finding better equilibria when all players minimize it. We first identify necessary conditions for obtaining {\tt RP-Regret} sublinear in time, on the variation of the player's comparator strategies in the regret definition and on the memories of both the comparator and opponents' strategies. We then study additional conditions and provable algorithms to minimize {\tt RP-Regret}, which is by definition non-convex in the strategy space. To address this challenge, we propose three algorithms: (i) one based on an optimization oracle, as assumed in some prior work in online non-convex learning; (ii) one that minimizes a convex and linearized surrogate of {\tt RP-Regret} at each iteration; (iii) one that directly minimizes {\tt RP-Regret} when opponents change strategies slowly. Furthermore, when all players can run algorithms to minimize the {\tt RP-Regret} (or its linearized variant), certain subgame perfect equilibria of the repeated game can be learned. We also provide experiments showing that minimizing our regret notions can lead to more cooperative solutions with higher utility in games such as Stag-Hunt.

  • 4 authors
·
Jun 3 2

Oyster-I: Beyond Refusal -- Constructive Safety Alignment for Responsible Language Models

Large language models (LLMs) typically deploy safety mechanisms to prevent harmful content generation. Most current approaches focus narrowly on risks posed by malicious actors, often framing risks as adversarial events and relying on defensive refusals. However, in real-world settings, risks also come from non-malicious users seeking help while under psychological distress (e.g., self-harm intentions). In such cases, the model's response can strongly influence the user's next actions. Simple refusals may lead them to repeat, escalate, or move to unsafe platforms, creating worse outcomes. We introduce Constructive Safety Alignment (CSA), a human-centric paradigm that protects against malicious misuse while actively guiding vulnerable users toward safe and helpful results. Implemented in Oyster-I (Oy1), CSA combines game-theoretic anticipation of user reactions, fine-grained risk boundary discovery, and interpretable reasoning control, turning safety into a trust-building process. Oy1 achieves state-of-the-art safety among open models while retaining high general capabilities. On our Constructive Benchmark, it shows strong constructive engagement, close to GPT-5, and unmatched robustness on the Strata-Sword jailbreak dataset, nearing GPT-o1 levels. By shifting from refusal-first to guidance-first safety, CSA redefines the model-user relationship, aiming for systems that are not just safe, but meaningfully helpful. We release Oy1, code, and the benchmark to support responsible, user-centered AI.

  • 27 authors
·
Sep 1, 2025

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.

  • 6 authors
·
Oct 14, 2024

Clueing up LLMs with Tool-Augmented Deductive Reasoning

Despite recent advances in large language models (LLMs), performing logically consistent deductive reasoning over extended interactions remains challenging. Tasks that require integrating evidence across multiple reasoning steps, maintaining consistency with prior inferences, and updating beliefs under new constraints can surface limitations in current models while providing a useful testbed for evaluating reasoning enhancements. In this paper, we implement a text-based, multi-agent version of the classic board game Clue as an environment to evaluate multi-step, agentic deductive reasoning. In this setting, agents must infer hidden information from a sequence of observations, maintain consistency across turns, and reason over an evolving set of logical constraints. We instantiate six LLM-based agents (GPT-4o-mini and Gemini-2.5-Flash) as players that engage in turn-based gameplay; using three agents per model family, we establish baseline performance across repeated games. We then introduce a tool-augmented approach in which a structured possibility matrix converts implicit game state from generated reasoning logs into an explicit representation of remaining possibilities. The possibility matrix encodes extended-turn memory and deductive constraints, offloading these tasks from the agent. We compare this approach against the baseline to evaluate how tool augmentation supports reasoning quality and task success for autonomous agents in a strategic reasoning environment.

  • 2 authors
·
Sep 15

MINDGAMES: A Live Arena for Evaluating Social and Strategic Reasoning in Multi-Agent LLMs

Large language models (LLMs) are increasingly deployed as interactive agents, yet their capacity for social and strategic reasoning over extended interaction remains poorly understood. Existing evaluations rely on static vignettes or single-game benchmarks that cannot capture the sustained, multi-faceted reasoning that real-world multi-agent settings demand. We introduce Mindgames, a multi-game arena and evaluation platform for LLM agents that operationalizes complementary reasoning demands relevant to ``theory of mind'': belief attribution under hidden information, opponent modeling through repeated strategic interaction, cooperative inference under knowledge asymmetries, and sustained deception in social deduction. Built on TextArena, Mindgames provides a unified interaction interface, TrueSkill-based rating, and full trajectory logging across four game environments. We instantiate Mindgames through a 2025 competition cycle hosted at a major AI conference, which assessed 944 submitted agents from 76 teams across four games: Colonel Blotto, Iterated Prisoner's Dilemma, Codenames, and Secret Mafia. Our analysis surfaces both agent-level and evaluation-level limitations: brittle rule adherence remains a major bottleneck, top-performing systems repeatedly rely on explicit structural scaffolding, and leaderboard validity differs sharply across environments. In particular, failure-heavy environments can reward robustness to opponent errors as much as strategic ability, with Secret Mafia exhibiting a pronounced error-survival confound in this cycle. We release a dataset of 29,571 multi-agent games with turn-level observations, actions, and rewards, together with MG-Ref, a deterministic offline tournament protocol that scores new agents against a frozen reference pool of top-ranked, low-error Stage~II submissions under the same error-attribution lens used in this analysis.

  • 53 authors
·
May 27

TTT-Bench: A Benchmark for Evaluating Reasoning Ability with Simple and Novel Tic-Tac-Toe-style Games

Large reasoning models (LRMs) have demonstrated impressive reasoning capabilities across a broad range of tasks including Olympiad-level mathematical problems, indicating evidence of their complex reasoning abilities. While many reasoning benchmarks focus on the STEM domain, the ability of LRMs to reason correctly in broader task domains remains underexplored. In this work, we introduce TTT-Bench, a new benchmark that is designed to evaluate basic strategic, spatial, and logical reasoning abilities in LRMs through a suite of four two-player Tic-Tac-Toe-style games that humans can effortlessly solve from a young age. We propose a simple yet scalable programmatic approach for generating verifiable two-player game problems for TTT-Bench. Although these games are trivial for humans, they require reasoning about the intentions of the opponent, as well as the game board's spatial configurations, to ensure a win. We evaluate a diverse set of state-of-the-art LRMs, and discover that the models that excel at hard math problems frequently fail at these simple reasoning games. Further testing reveals that our evaluated reasoning models score on average downarrow 41\% \& downarrow 5\% lower on TTT-Bench compared to MATH 500 \& AIME 2024 respectively, with larger models achieving higher performance using shorter reasoning traces, where most of the models struggle on long-term strategic reasoning situations on simple and new TTT-Bench tasks.

amd AMD
·
Jun 11, 2025 2

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.

  • 4 authors
·
Dec 9, 2023

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.

  • 6 authors
·
Sep 29, 2023

A game theory for foundation models shows new paths to rational cooperation through similarity inference

As autonomous agents powered by foundation models are increasingly integrated into social and economic systems, understanding the principles governing their collective behavior is essential for ensuring safety and cooperation. Classical game theory, the dominant framework for modeling rational interaction, is built upon the assumption of `decoupled agency,' where agents treat their own decision-making as independent of the environment and other actors. Modern AI agents, however, jointly predict their own future actions alongside external observations. Here, we report a striking finding: when interacting in stylized social dilemmas, foundation model agents engaging in optimal planning consistently converge to stable cooperation, directly contradicting classical game-theoretic predictions of mutual defection. To understand this phenomenon, we introduce the `embedded Bayesian agent,' a theoretical model for foundation model agents. By shifting from decoupled to embedded agency, these agents model themselves as part of the universe they inhabit, maintaining epistemic uncertainty about their own decision-making algorithms. We show that by inferring whether others are behaviorally similar, an embedded agent treats its own deliberation during planning as evidence: a decision to cooperate predicts a similar decision by a similar partner. We formalize this mechanism of similarity inference through the `embedded equilibrium,' a novel solution concept replacing the Nash equilibrium to provide a foundational game theory for the social behavior of modern AI agents.

  • 14 authors
·
Aug 3

Beyond Outcomes: Transparent Assessment of LLM Reasoning in Games

Large Language Models (LLMs) are increasingly deployed in real-world applications that demand complex reasoning. To track progress, robust benchmarks are required to evaluate their capabilities beyond superficial pattern recognition. However, current LLM reasoning benchmarks often face challenges such as insufficient interpretability, performance saturation or data contamination. To address these challenges, we introduce GAMEBoT, a gaming arena designed for rigorous and transparent assessment of LLM reasoning capabilities. GAMEBoT decomposes complex reasoning in games into predefined modular subproblems. This decomposition allows us to design a suite of Chain-of-Thought (CoT) prompts that leverage domain knowledge to guide LLMs in addressing these subproblems before action selection. Furthermore, we develop a suite of rule-based algorithms to generate ground truth for these subproblems, enabling rigorous validation of the LLMs' intermediate reasoning steps. This approach facilitates evaluation of both the quality of final actions and the accuracy of the underlying reasoning process. GAMEBoT also naturally alleviates the risk of data contamination through dynamic games and head-to-head LLM competitions. We benchmark 17 prominent LLMs across eight games, encompassing various strategic abilities and game characteristics. Our results suggest that GAMEBoT presents a significant challenge, even when LLMs are provided with detailed CoT prompts. Project page: https://visual-ai.github.io/gamebot

  • 6 authors
·
Dec 18, 2024

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.

  • 7 authors
·
Jun 13, 2023

SPIRAL: Self-Play on Zero-Sum Games Incentivizes Reasoning via Multi-Agent Multi-Turn Reinforcement Learning

Recent advances in reinforcement learning have shown that language models can develop sophisticated reasoning through training on tasks with verifiable rewards, but these approaches depend on human-curated problem-answer pairs and domain-specific reward engineering. We introduce SPIRAL, a self-play framework where models learn by playing multi-turn, zero-sum games against continuously improving versions of themselves, eliminating the need for human supervision. Through self-play, SPIRAL generates an infinite curriculum of progressively challenging problems as models must constantly adapt to stronger opponents. To enable this self-play training at scale, We implement a fully online, multi-turn, multi-agent reinforcement learning system for LLMs and propose role-conditioned advantage estimation (RAE) to stabilize multi-agent training. Using SPIRAL, self-play on zero-sum games produces reasoning capabilities that transfer broadly. Training Qwen3-4B-Base on Kuhn Poker alone achieves 8.6% improvement on math and 8.4% on general reasoning, outperforming SFT on 25,000 expert game trajectories. Analysis reveals that this transfer occurs through three cognitive patterns: systematic decomposition, expected value calculation, and case-by-case analysis. Multi-game training (TicTacToe, Kuhn Poker, Simple Negotiation) further enhances performance as each game develops distinct reasoning strengths. Applying SPIRAL to a strong reasoning model (DeepSeek-R1-Distill-Qwen-7B) can still lead to 2.0% average improvement. These results demonstrate that zero-sum games naturally develop transferable reasoning capabilities, highlighting a promising direction for autonomous reasoning development.

  • 12 authors
·
Jun 30, 2025 6

From Natural Language to Extensive-Form Game Representations

We introduce a framework for translating game descriptions in natural language into extensive-form representations in game theory, leveraging Large Language Models (LLMs) and in-context learning. Given the varying levels of strategic complexity in games, such as perfect versus imperfect information, directly applying in-context learning would be insufficient. To address this, we introduce a two-stage framework with specialized modules to enhance in-context learning, enabling it to divide and conquer the problem effectively. In the first stage, we tackle the challenge of imperfect information by developing a module that identifies information sets along and the corresponding partial tree structure. With this information, the second stage leverages in-context learning alongside a self-debugging module to produce a complete extensive-form game tree represented using pygambit, the Python API of a recognized game-theoretic analysis tool called Gambit. Using this python representation enables the automation of tasks such as computing Nash equilibria directly from natural language descriptions. We evaluate the performance of the full framework, as well as its individual components, using various LLMs on games with different levels of strategic complexity. Our experimental results show that the framework significantly outperforms baseline models in generating accurate extensive-form games, with each module playing a critical role in its success.

  • 3 authors
·
Jan 28, 2025

Enhancing Decision-Making with Large Language Models through Multi-Agent Fictitious Play

Large language model (LLM)-based multi-agent systems (MAS) have demonstrated great potential in solving tasks with execution complexity, by distributing subtasks across cooperative agents. However, this divide-and-conquer paradigm falls short on decision-making tasks that are also prevalent in the real world. These tasks require simultaneous reasoning from the stances of all involved stakeholders whose decisions are mutually dependent and thus cannot be solved in isolation. We characterize this challenge as stance entanglement, a form of decision complexity distinct from execution complexity. To address it, we propose Multi-Agent Fictitious Play (MAFP), a novel MAS paradigm that represents stakeholder stances as agents and formulates decision-making as an equilibrium-seeking process. Built on the game-theoretic principle of fictitious play, MAFP iteratively updates each agent's decision by best responding to the empirical mixture of other agents' past decisions. This enables agents to expose and address one another's weaknesses, progressively improving decision quality and robustness. We evaluate MAFP on challenging decision-making tasks that test the capability of deciding strategies for competitive scenarios prior to acting. MAFP outperforms both single-round and multi-round baselines on two complementary metrics, tournament strength and robustness, demonstrating its effectiveness in addressing stance entanglement.

  • 5 authors
·
Jun 16

Reward Design for Justifiable Sequential Decision-Making

Equipping agents with the capacity to justify made decisions using supporting evidence represents a cornerstone of accountable decision-making. Furthermore, ensuring that justifications are in line with human expectations and societal norms is vital, especially in high-stakes situations such as healthcare. In this work, we propose the use of a debate-based reward model for reinforcement learning agents, where the outcome of a zero-sum debate game quantifies the justifiability of a decision in a particular state. This reward model is then used to train a justifiable policy, whose decisions can be more easily corroborated with supporting evidence. In the debate game, two argumentative agents take turns providing supporting evidence for two competing decisions. Given the proposed evidence, a proxy of a human judge evaluates which decision is better justified. We demonstrate the potential of our approach in learning policies for prescribing and justifying treatment decisions of septic patients. We show that augmenting the reward with the feedback signal generated by the debate-based reward model yields policies highly favored by the judge when compared to the policy obtained solely from the environment rewards, while hardly sacrificing any performance. Moreover, in terms of the overall performance and justifiability of trained policies, the debate-based feedback is comparable to the feedback obtained from an ideal judge proxy that evaluates decisions using the full information encoded in the state. This suggests that the debate game outputs key information contained in states that is most relevant for evaluating decisions, which in turn substantiates the practicality of combining our approach with human-in-the-loop evaluations. Lastly, we showcase that agents trained via multi-agent debate learn to propose evidence that is resilient to refutations and closely aligns with human preferences.

  • 2 authors
·
Feb 24, 2024

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.

  • 4 authors
·
Oct 13, 2023 3

When Reasoning Models Hurt Behavioral Simulation: A Solver-Sampler Mismatch in Multi-Agent LLM Negotiation

Large language models are increasingly used as agents in social, economic, and policy simulations. A common assumption is that stronger reasoning should improve simulation fidelity. We argue that this assumption can fail when the objective is not to solve a strategic problem, but to sample plausible boundedly rational behavior. In such settings, reasoning-enhanced models can become better solvers and worse simulators: they can over-optimize for strategically dominant actions, collapse compromise-oriented terminal behavior, and sometimes exhibit a diversity-without-fidelity pattern in which local variation survives without outcome-level fidelity. We study this solver-sampler mismatch in three multi-agent negotiation environments adapted from earlier simulation work: an ambiguous fragmented-authority trading-limits scenario, an ambiguous unified-opposition trading-limits scenario, and a new-domain grid-curtailment case in emergency electricity management. We compare three reflection conditions, no reflection, bounded reflection, and native reasoning, across two primary model families and then extend the same protocol to direct OpenAI runs with GPT-4.1 and GPT-5.2. Across all three experiments, bounded reflection produces substantially more diverse and compromise-oriented trajectories than either no reflection or native reasoning. In the direct OpenAI extension, GPT-5.2 native ends in authority decisions in 45 of 45 runs across the three experiments, while GPT-5.2 bounded recovers compromise outcomes in every environment. The contribution is not a claim that reasoning is generally harmful. It is a methodological warning: model capability and simulation fidelity are different objectives, and behavioral simulation should qualify models as samplers, not only as solvers.

  • 1 authors
·
Apr 11 2

Sparks of Cooperative Reasoning: LLMs as Strategic Hanabi Agents

Cooperative reasoning under incomplete information remains challenging for both humans and multi-agent systems. The card game Hanabi embodies this challenge, requiring theory-of-mind reasoning and strategic communication. We benchmark 17 state-of-the-art LLM agents in 2-5 player games and study the impact of context engineering across model scales (4B to 600B+) to understand persistent coordination failures and robustness to scaffolding: from a minimal prompt with only explicit card details (Watson setting), to scaffolding with programmatic, Bayesian-motivated deductions (Sherlock setting), to multi-turn state tracking via working memory (Mycroft setting). We show that (1) agents can maintain an internal working memory for state tracking and (2) cross-play performance between different LLMs smoothly interpolates with model strength. In the Sherlock setting, the strongest reasoning models exceed 15 points on average across player counts, yet still trail experienced humans and specialist Hanabi agents, both consistently scoring above 20. We release the first public Hanabi datasets with annotated trajectories and move utilities: (1) HanabiLogs, containing 1,520 full game logs for instruction tuning, and (2) HanabiRewards, containing 560 games with dense move-level value annotations for all candidate moves. Supervised and RL finetuning of a 4B open-weight model (Qwen3-Instruct) on our datasets improves cooperative Hanabi play by 21% and 156% respectively, bringing performance to within ~3 points of a strong proprietary reasoning model (o4-mini) and surpassing the best non-reasoning model (GPT-4.1) by 52%. The HanabiRewards RL-finetuned model further generalizes beyond Hanabi, improving performance on a cooperative group-guessing benchmark by 11%, temporal reasoning on EventQA by 6.4%, instruction-following on IFBench-800K by 1.7 Pass@10, and matching AIME 2025 mathematical reasoning Pass@10.

  • 6 authors
·
Mar 15

EPO: Explicit Policy Optimization for Strategic Reasoning in LLMs via Reinforcement Learning

Large Language Models (LLMs) have shown impressive reasoning capabilities in well-defined problems with clear solutions, such as mathematics and coding. However, they still struggle with complex real-world scenarios like business negotiations, which require strategic reasoning-an ability to navigate dynamic environments and align long-term goals amidst uncertainty. Existing methods for strategic reasoning face challenges in adaptability, scalability, and transferring strategies to new contexts. To address these issues, we propose explicit policy optimization (EPO) for strategic reasoning, featuring an LLM that provides strategies in open-ended action space and can be plugged into arbitrary LLM agents to motivate goal-directed behavior. To improve adaptability and policy transferability, we train the strategic reasoning model via multi-turn reinforcement learning (RL) using process rewards and iterative self-play, without supervised fine-tuning (SFT) as a preliminary step. Experiments across social and physical domains demonstrate EPO's ability of long-term goal alignment through enhanced strategic reasoning, achieving state-of-the-art performance on social dialogue and web navigation tasks. Our findings reveal various collaborative reasoning mechanisms emergent in EPO and its effectiveness in generating novel strategies, underscoring its potential for strategic reasoning in real-world applications.

  • 9 authors
·
Feb 17, 2025

Conservative Equilibrium Discovery in Offline Game-Theoretic Multiagent Reinforcement Learning

Offline learning of strategies takes data efficiency to its extreme by restricting algorithms to a fixed dataset of state-action trajectories. We consider the problem in a mixed-motive multiagent setting, where the goal is to solve a game under the offline learning constraint. We first frame this problem in terms of selecting among candidate equilibria. Since datasets may inform only a small fraction of game dynamics, it is generally infeasible in offline game-solving to even verify a proposed solution is a true equilibrium. Therefore, we consider the relative probability of low regret (i.e., closeness to equilibrium) across candidates based on the information available. Specifically, we extend Policy Space Response Oracles (PSRO), an online game-solving approach, by quantifying game dynamics uncertainty and modifying the RL objective to skew towards solutions more likely to have low regret in the true game. We further propose a novel meta-strategy solver, tailored for the offline setting, to guide strategy exploration in PSRO. Our incorporation of Conservatism principles from Offline reinforcement learning approaches for strategy Exploration gives our approach its name: COffeE-PSRO. Experiments demonstrate COffeE-PSRO's ability to extract lower-regret solutions than state-of-the-art offline approaches and reveal relationships between algorithmic components empirical game fidelity, and overall performance.

  • 2 authors
·
Feb 26

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.

  • 9 authors
·
Aug 28, 2024

The Reasoning Boundary Paradox: How Reinforcement Learning Constrains Language Models

Reinforcement Learning with Verifiable Rewards (RLVR) has emerged as a key method for improving Large Language Models' reasoning capabilities, yet recent evidence suggests it may paradoxically shrink the reasoning boundary rather than expand it. This paper investigates the shrinkage issue of RLVR by analyzing its learning dynamics and reveals two critical phenomena that explain this failure. First, we expose negative interference in RLVR, where learning to solve certain training problems actively reduces the likelihood of correct solutions for others, leading to the decline of Pass@k performance, or the probability of generating a correct solution within k attempts. Second, we uncover the winner-take-all phenomenon: RLVR disproportionately reinforces problems with high likelihood, correct solutions, under the base model, while suppressing other initially low-likelihood ones. Through extensive theoretical and empirical analysis on multiple mathematical reasoning benchmarks, we show that this effect arises from the inherent on-policy sampling in standard RL objectives, causing the model to converge toward narrow solution strategies. Based on these insights, we propose a simple yet effective data curation algorithm that focuses RLVR learning on low-likelihood problems, achieving notable improvement in Pass@k performance. Our code is available at https://github.com/mail-research/SELF-llm-interference.

  • 6 authors
·
Oct 2, 2025

RLAD: Training LLMs to Discover Abstractions for Solving Reasoning Problems

Reasoning requires going beyond pattern matching or memorization of solutions to identify and implement "algorithmic procedures" that can be used to deduce answers to hard problems. Doing so requires realizing the most relevant primitives, intermediate results, or shared procedures, and building upon them. While RL post-training on long chains of thought ultimately aims to uncover this kind of algorithmic behavior, most reasoning traces learned by large models fail to consistently capture or reuse procedures, instead drifting into verbose and degenerate exploration. To address more effective reasoning, we introduce reasoning abstractions: concise natural language descriptions of procedural and factual knowledge that guide the model toward learning successful reasoning. We train models to be capable of proposing multiple abstractions given a problem, followed by RL that incentivizes building a solution while using the information provided by these abstractions. This results in a two-player RL training paradigm, abbreviated as RLAD, that jointly trains an abstraction generator and a solution generator. This setup effectively enables structured exploration, decouples learning signals of abstraction proposal and solution generation, and improves generalization to harder problems. We also show that allocating more test-time compute to generating abstractions is more beneficial for performance than generating more solutions at large test budgets, illustrating the role of abstractions in guiding meaningful exploration.

  • 7 authors
·
Oct 2, 2025 2

MARS: Reinforcing Multi-Agent Reasoning of LLMs through Self-Play in Strategic Games

Developing Large Language Models (LLMs) to cooperate and compete effectively within multi-agent systems is a critical step towards more advanced intelligence. While reinforcement learning (RL) has proven effective for enhancing reasoning in single-agent tasks, its extension to multi-turn, multi-agent scenarios remains underexplored due to the challenges of long-horizon credit assignment and agent-specific advantage estimation. To address these challenges, we introduce MARS, an end-to-end RL framework that incentivizes Multi-Agent Reasoning of LLMs through Self-play in both cooperative and competitive games. MARS features a turn-level advantage estimator that aligns learning signals with each interaction for credit assignment, and an agent-specific advantage normalization to stabilize multi-agent training. By learning with self-play across cooperative and competitive games, the MARS agent trained from Qwen3-4B develops strong strategic abilities that generalize to held-out games with up to 28.7% performance improvements. More importantly, the capability acquired through self-play generalizes beyond games, yielding consistent performance gains of multi-agent systems in reasoning benchmarks. When integrated into leading multi-agent systems, our MARS agent achieves significant performance gains of 10.0% on AIME and 12.5% on GPQA-Diamond. These results establish end-to-end RL training with self-play in strategic games as a powerful approach for developing generalizable multi-agent reasoning capabilities in LLMs. Our code and models are publicly available at https://github.com/thu-nics/MARS.

  • 13 authors
·
Oct 17, 2025

An analytical framework for the Levine hats problem: new strategies, bounds and generalizations

We study the Levine hat problem, a classic combinatorial puzzle introduced by Lionel Levine in 2010. This problem involves a game in which n geq 2 players, each seeing an infinite stack of hats on each of their teammates' heads but not on their own, must simultaneously guess the index of a black hat on their own stack. If one of the players fails to do so, the team loses collectively. The players must therefore come up with a good strategy before the game starts. While the optimal winning probability V_{n} remains unknown even for n=2, we make three key advances. First, we develop a novel geometric framework for representing strategies through measurable functions, providing a new expression of V_{n} and a unified treatment of the game for finite and for infinite stacks via integral formulations. Secondly, we construct a new strategy K_{5} that reaches the conjectured optimal probability of victory : 0.35. We also show that K_{5} is part of a larger class of strategies that allow us to improve current bounds and resolve conjectured inequalities. Finally, we introduce and entirely solve a continuous generalization of the problem, demonstrating that extending to uncountable hat stacks increases the optimal winning probability to exactly 1/2. This generalization naturally leads to a broader and smoother strategic framework, within which we also describe how to compute optimal responses to a range of strategies.

  • 5 authors
·
Aug 3, 2025

Agentic Reasoning for Large Language Models

Reasoning is a fundamental cognitive process underlying inference, problem-solving, and decision-making. While large language models (LLMs) demonstrate strong reasoning capabilities in closed-world settings, they struggle in open-ended and dynamic environments. Agentic reasoning marks a paradigm shift by reframing LLMs as autonomous agents that plan, act, and learn through continual interaction. In this survey, we organize agentic reasoning along three complementary dimensions. First, we characterize environmental dynamics through three layers: foundational agentic reasoning, which establishes core single-agent capabilities including planning, tool use, and search in stable environments; self-evolving agentic reasoning, which studies how agents refine these capabilities through feedback, memory, and adaptation; and collective multi-agent reasoning, which extends intelligence to collaborative settings involving coordination, knowledge sharing, and shared goals. Across these layers, we distinguish in-context reasoning, which scales test-time interaction through structured orchestration, from post-training reasoning, which optimizes behaviors via reinforcement learning and supervised fine-tuning. We further review representative agentic reasoning frameworks across real-world applications and benchmarks, including science, robotics, healthcare, autonomous research, and mathematics. This survey synthesizes agentic reasoning methods into a unified roadmap bridging thought and action, and outlines open challenges and future directions, including personalization, long-horizon interaction, world modeling, scalable multi-agent training, and governance for real-world deployment.

SPIN-Bench: How Well Do LLMs Plan Strategically and Reason Socially?

Reasoning and strategic behavior in social interactions is a hallmark of intelligence. This form of reasoning is significantly more sophisticated than isolated planning or reasoning tasks in static settings (e.g., math problem solving). In this paper, we present Strategic Planning, Interaction, and Negotiation (SPIN-Bench), a new multi-domain evaluation designed to measure the intelligence of strategic planning and social reasoning. While many existing benchmarks focus on narrow planning or single-agent reasoning, SPIN-Bench combines classical PDDL tasks, competitive board games, cooperative card games, and multi-agent negotiation scenarios in one unified framework. The framework includes both a benchmark as well as an arena to simulate and evaluate the variety of social settings to test reasoning and strategic behavior of AI agents. We formulate the benchmark SPIN-Bench by systematically varying action spaces, state complexity, and the number of interacting agents to simulate a variety of social settings where success depends on not only methodical and step-wise decision making, but also conceptual inference of other (adversarial or cooperative) participants. Our experiments reveal that while contemporary LLMs handle basic fact retrieval and short-range planning reasonably well, they encounter significant performance bottlenecks in tasks requiring deep multi-hop reasoning over large state spaces and socially adept coordination under uncertainty. We envision SPIN-Bench as a catalyst for future research on robust multi-agent planning, social reasoning, and human--AI teaming.

  • 8 authors
·
Mar 16, 2025 3

Toward Honest Language Models for Deductive Reasoning

Deductive reasoning is the process of deriving conclusions strictly from the given premises, without relying on external knowledge. We define honesty in this setting as a model's ability to respond only when the conclusion is logically entailed by the premises, and to abstain otherwise. However, current language models often fail to reason honestly, producing unwarranted answers when the input is insufficient. To study this challenge, we formulate honest deductive reasoning as multi-step tasks where models must either derive the correct conclusion or abstain. We curate two datasets from graph structures, one for linear algebra and one for logical inference, and introduce unanswerable cases by randomly perturbing an edge in half of the instances. We find that prompting and existing training methods, including GRPO with or without supervised fine-tuning initialization, struggle on these tasks. In particular, GRPO optimize only for final task outcomes, leaving models vulnerable to collapse when negative rewards dominate early training. To address this, we propose ACNCHOR, a reinforcement learning method that injects ground truth trajectories into rollouts, preventing early training collapse. Our results demonstrate that this method stabilizes learning and significantly improves the overall reasoning performance, underscoring the importance of training dynamics for enabling honest deductive reasoning in language models.

  • 10 authors
·
Nov 12, 2025

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.

  • 5 authors
·
Jan 8, 2024

ToTRL: Unlock LLM Tree-of-Thoughts Reasoning Potential through Puzzles Solving

Large language models (LLMs) demonstrate significant reasoning capabilities, particularly through long chain-of-thought (CoT) processes, which can be elicited by reinforcement learning (RL). However, prolonged CoT reasoning presents limitations, primarily verbose outputs due to excessive introspection. The reasoning process in these LLMs often appears to follow a trial-and-error methodology rather than a systematic, logical deduction. In contrast, tree-of-thoughts (ToT) offers a conceptually more advanced approach by modeling reasoning as an exploration within a tree structure. This reasoning structure facilitates the parallel generation and evaluation of multiple reasoning branches, allowing for the active identification, assessment, and pruning of unproductive paths. This process can potentially lead to improved performance and reduced token costs. Building upon the long CoT capability of LLMs, we introduce tree-of-thoughts RL (ToTRL), a novel on-policy RL framework with a rule-based reward. ToTRL is designed to guide LLMs in developing the parallel ToT strategy based on the sequential CoT strategy. Furthermore, we employ LLMs as players in a puzzle game during the ToTRL training process. Solving puzzle games inherently necessitates exploring interdependent choices and managing multiple constraints, which requires the construction and exploration of a thought tree, providing challenging tasks for cultivating the ToT reasoning capability. Our empirical evaluations demonstrate that our ToTQwen3-8B model, trained with our ToTRL, achieves significant improvement in performance and reasoning efficiency on complex reasoning tasks.

  • 7 authors
·
May 19, 2025

InMind: Evaluating LLMs in Capturing and Applying Individual Human Reasoning Styles

LLMs have shown strong performance on human-centric reasoning tasks. While previous evaluations have explored whether LLMs can infer intentions or detect deception, they often overlook the individualized reasoning styles that influence how people interpret and act in social contexts. Social deduction games (SDGs) provide a natural testbed for evaluating individualized reasoning styles, where different players may adopt diverse but contextually valid reasoning strategies under identical conditions. To address this, we introduce InMind, a cognitively grounded evaluation framework designed to assess whether LLMs can capture and apply personalized reasoning styles in SDGs. InMind enhances structured gameplay data with round-level strategy traces and post-game reflections, collected under both Observer and Participant modes. It supports four cognitively motivated tasks that jointly evaluate both static alignment and dynamic adaptation. As a case study, we apply InMind to the game Avalon, evaluating 11 state-of-the-art LLMs. General-purpose LLMs, even GPT-4o frequently rely on lexical cues, struggling to anchor reflections in temporal gameplay or adapt to evolving strategies. In contrast, reasoning-enhanced LLMs like DeepSeek-R1 exhibit early signs of style-sensitive reasoning. These findings reveal key limitations in current LLMs' capacity for individualized, adaptive reasoning, and position InMind as a step toward cognitively aligned human-AI interaction.

  • 11 authors
·
Aug 22, 2025 2

Cogito, Ergo Ludo: An Agent that Learns to Play by Reasoning and Planning

The pursuit of artificial agents that can learn to master complex environments has led to remarkable successes, yet prevailing deep reinforcement learning methods often rely on immense experience, encoding their knowledge opaquely within neural network weights. We propose a different paradigm, one in which an agent learns to play by reasoning and planning. We introduce Cogito, ergo ludo (CEL), a novel agent architecture that leverages a Large Language Model (LLM) to build an explicit, language-based understanding of its environment's mechanics and its own strategy. Starting from a tabula rasa state with no prior knowledge (except action set), CEL operates on a cycle of interaction and reflection. After each episode, the agent analyzes its complete trajectory to perform two concurrent learning processes: Rule Induction, where it refines its explicit model of the environment's dynamics, and Strategy and Playbook Summarization, where it distills experiences into an actionable strategic playbook. We evaluate CEL on diverse grid-world tasks (i.e., Minesweeper, Frozen Lake, and Sokoban), and show that the CEL agent successfully learns to master these games by autonomously discovering their rules and developing effective policies from sparse rewards. Ablation studies confirm that the iterative process is critical for sustained learning. Our work demonstrates a path toward more general and interpretable agents that not only act effectively but also build a transparent and improving model of their world through explicit reasoning on raw experience.

tencent Tencent
·
Sep 29, 2025 2

Dyna-Mind: Learning to Simulate from Experience for Better AI Agents

Reasoning models have recently shown remarkable progress in domains such as math and coding. However, their expert-level abilities in math and coding contrast sharply with their performance in long-horizon, interactive tasks such as web navigation and computer/phone-use. Inspired by literature on human cognition, we argue that current AI agents need ''vicarious trial and error'' - the capacity to mentally simulate alternative futures before acting - in order to enhance their understanding and performance in complex interactive environments. We introduce Dyna-Mind, a two-stage training framework that explicitly teaches (V)LM agents to integrate such simulation into their reasoning. In stage 1, we introduce Reasoning with Simulations (ReSim), which trains the agent to generate structured reasoning traces from expanded search trees built from real experience gathered through environment interactions. ReSim thus grounds the agent's reasoning in faithful world dynamics and equips it with the ability to anticipate future states in its reasoning. In stage 2, we propose Dyna-GRPO, an online reinforcement learning method to further strengthen the agent's simulation and decision-making ability by using both outcome rewards and intermediate states as feedback from real rollouts. Experiments on two synthetic benchmarks (Sokoban and ALFWorld) and one realistic benchmark (AndroidWorld) demonstrate that (1) ReSim effectively infuses simulation ability into AI agents, and (2) Dyna-GRPO leverages outcome and interaction-level signals to learn better policies for long-horizon, planning-intensive tasks. Together, these results highlight the central role of simulation in enabling AI agents to reason, plan, and act more effectively in the ever more challenging environments.

  • 9 authors
·
Oct 10, 2025 2

Chasing Moving Targets with Online Self-Play Reinforcement Learning for Safer Language Models

Conventional language model (LM) safety alignment relies on a reactive, disjoint procedure: attackers exploit a static model, followed by defensive fine-tuning to patch exposed vulnerabilities. This sequential approach creates a mismatch -- attackers overfit to obsolete defenses, while defenders perpetually lag behind emerging threats. To address this, we propose Self-RedTeam, an online self-play reinforcement learning algorithm where an attacker and defender agent co-evolve through continuous interaction. We cast safety alignment as a two-player zero-sum game, where a single model alternates between attacker and defender roles -- generating adversarial prompts and safeguarding against them -- while a reward LM adjudicates outcomes. This enables dynamic co-adaptation. Grounded in the game-theoretic framework of zero-sum games, we establish a theoretical safety guarantee which motivates the design of our method: if self-play converges to a Nash Equilibrium, the defender will reliably produce safe responses to any adversarial input. Empirically, Self-RedTeam uncovers more diverse attacks (+21.8% SBERT) compared to attackers trained against static defenders and achieves higher robustness on safety benchmarks (e.g., +65.5% on WildJailBreak) than defenders trained against static attackers. We further propose hidden Chain-of-Thought, allowing agents to plan privately, which boosts adversarial diversity and reduces over-refusals. Our results motivate a shift from reactive patching to proactive co-evolution in LM safety training, enabling scalable, autonomous, and robust self-improvement of LMs via multi-agent reinforcement learning (MARL).

  • 7 authors
·
Jun 9, 2025

HardcoreLogic: Challenging Large Reasoning Models with Long-tail Logic Puzzle Games

Large Reasoning Models (LRMs) have demonstrated impressive performance on complex tasks, including logical puzzle games that require deriving solutions satisfying all constraints. However, whether they can flexibly apply appropriate rules to varying conditions, particularly when faced with non-canonical game variants, remains an open question. Existing corpora focus on popular puzzles like 9x9 Sudoku, risking overfitting to canonical formats and memorization of solution patterns, which can mask deficiencies in understanding novel rules or adapting strategies to new variants. To address this, we introduce HardcoreLogic, a challenging benchmark of over 5,000 puzzles across 10 games, designed to test the robustness of LRMs on the "long-tail" of logical games. HardcoreLogic systematically transforms canonical puzzles through three dimensions: Increased Complexity (IC), Uncommon Elements (UE), and Unsolvable Puzzles (UP), reducing reliance on shortcut memorization. Evaluations on a diverse set of LRMs reveal significant performance drops, even for models achieving top scores on existing benchmarks, indicating heavy reliance on memorized stereotypes. While increased complexity is the dominant source of difficulty, models also struggle with subtle rule variations that do not necessarily increase puzzle difficulty. Our systematic error analysis on solvable and unsolvable puzzles further highlights gaps in genuine reasoning. Overall, HardcoreLogic exposes the limitations of current LRMs and establishes a benchmark for advancing high-level logical reasoning.

  • 8 authors
·
Oct 14, 2025

Code World Models for General Game Playing

Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach -- involving prompting for direct move generation -- has significant drawbacks. It relies on the model's implicit fragile pattern-matching capabilities, leading to frequent illegal moves and strategically shallow play. Here we introduce an alternative approach: We use the LLM to translate natural language rules and game trajectories into a formal, executable world model represented as Python code. This generated model -- comprising functions for state transition, legal move enumeration, and termination checks -- serves as a verifiable simulation engine for high-performance planning algorithms like Monte Carlo tree search (MCTS). In addition, we prompt the LLM to generate heuristic value functions (to make MCTS more efficient), and inference functions (to estimate hidden states in imperfect information games). Our method offers three distinct advantages compared to directly using the LLM as a policy: (1) Verifiability: The generated CWM serves as a formal specification of the game's rules, allowing planners to algorithmically enumerate valid actions and avoid illegal moves, contingent on the correctness of the synthesized model; (2) Strategic Depth: We combine LLM semantic understanding with the deep search power of classical planners; and (3) Generalization: We direct the LLM to focus on the meta-task of data-to-code translation, enabling it to adapt to new games more easily. We evaluate our agent on 10 different games, of which 4 are novel and created for this paper. 5 of the games are fully observed (perfect information), and 5 are partially observed (imperfect information). We find that our method outperforms or matches Gemini 2.5 Pro in 9 out of the 10 considered games.

  • 16 authors
·
Oct 5, 2025

SPC: Evolving Self-Play Critic via Adversarial Games for LLM Reasoning

Evaluating the step-by-step reliability of large language model (LLM) reasoning, such as Chain-of-Thought, remains challenging due to the difficulty and cost of obtaining high-quality step-level supervision. In this paper, we introduce Self-Play Critic (SPC), a novel approach where a critic model evolves its ability to assess reasoning steps through adversarial self-play games, eliminating the need for manual step-level annotation. SPC involves fine-tuning two copies of a base model to play two roles, namely a "sneaky generator" that deliberately produces erroneous steps designed to be difficult to detect, and a "critic" that analyzes the correctness of reasoning steps. These two models engage in an adversarial game in which the generator aims to fool the critic, while the critic model seeks to identify the generator's errors. Using reinforcement learning based on the game outcomes, the models iteratively improve; the winner of each confrontation receives a positive reward and the loser receives a negative reward, driving continuous self-evolution. Experiments on three reasoning process benchmarks (ProcessBench, PRM800K, DeltaBench) demonstrate that our SPC progressively enhances its error detection capabilities (e.g., accuracy increases from 70.8% to 77.7% on ProcessBench) and surpasses strong baselines, including distilled R1 model. Furthermore, applying SPC to guide the test-time search of diverse LLMs significantly improves their mathematical reasoning performance on MATH500 and AIME2024, outperforming state-of-the-art process reward models.

  • 8 authors
·
Apr 27, 2025 2

Everyone Contributes! Incentivizing Strategic Cooperation in Multi-LLM Systems via Sequential Public Goods Games

Coordinating multiple large language models (LLMs) to solve complex tasks collaboratively poses a fundamental trade-off between the computation costs and collective performance compared with individual model. We introduce a novel, game-theoretically grounded reinforcement learning (RL) framework, the Multi-Agent Cooperation Sequential Public Goods Game (MAC-SPGG), to systematically incentivize cooperation in multi-LLM ensembles. In MAC-SPGG, LLM agents move in sequence, observing predecessors' outputs and updating beliefs to condition their own contributions. By redesigning the public-goods reward, effortful contributions become the unique Subgame Perfect Nash Equilibrium (SPNE), which eliminates free-riding under traditional SPGG or PGG. Its sequential protocol replaces costly round-based information exchanges with a streamlined decision flow, cutting communication overhead while retaining strategic depth. We prove the existence and uniqueness of the SPNE under realistic parameters, and empirically show that MAC-SPGG-trained ensembles outperform single-agent baselines, chain-of-thought prompting, and other cooperative methods, even achieving comparable performance to large-scale models across reasoning, math, code generation, and NLP tasks. Our results highlight the power of structured, incentive-aligned MAC-SPGG cooperation for scalable and robust multi-agent language generation.

  • 5 authors
·
Aug 4, 2025

KWBench: Measuring Unprompted Problem Recognition in Knowledge Work

We introduce the first version of KWBench (Knowledge Work Bench), a benchmark for unprompted problem recognition in large language models: can an LLM identify a professional scenario before attempting to solve it. Existing frontier benchmarks have saturated, and most knowledge-work evaluations to date reduce to extraction or task completion against a specification. KWBench targets the step before that: recognizing the governing structure of the situation from raw inputs alone. The benchmark contains 223 tasks sourced from practitioners across acquisitions, contract negotiations, clinical pharmacy, organizational politics, fraud analysis, and incentive design. Each task encodes a formal game-theoretic pattern (principal-agent conflict, signaling, mechanism design failure, strategic omission, coalitional dynamics, strategic interdependence) and carries structured ground truth recording the expert reading of the situation and the anticipated failure modes. Models receive raw data and a task prompt with no indication of problem type. Scoring is a three-tier rubric gated by a mandatory conjunctive check. Mandatory criteria encode the predicted wrong paths. We evaluate 16 models. The best model passes on 27.9% of tasks. The top two models agree on only 31.7% of their passes. Among the top 8, 44 tasks are solved by exactly one model; routing across the top 8 covers 50.7% of the benchmark, nearly double the best single model. Conditional on passing, quality scores converge (approx 83% across models); unconditional scores do not. Same models articulate the relevant game-theoretic concept correctly when asked, then fail to apply it unprompted. We release KWBench to shift how frontier models are evaluated on knowledge work, scoring them on whether they recognize the right problem from the situation alone, not only on how well they execute once the problem has been framed for them.

clio-ai Clio AI
·
Apr 16 2

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.

  • 8 authors
·
May 24, 2023

Reinforcement Learning with Verifiable Rewards Implicitly Incentivizes Correct Reasoning in Base LLMs

Reinforcement Learning with Verifiable Rewards (RLVR) has emerged as a promising paradigm for advancing the reasoning capabilities of Large Language Models (LLMs). However, a critical paradox clouds its efficacy: RLVR-tuned models often underperform their base models on the Pass@K metric for solution-finding, leading to the hypothesis that RLVR merely re-weights existing reasoning paths at the cost of reasoning diversity. In this work, we resolve this contradiction by identifying the source of the problem: the Pass@K metric itself is a flawed measure of reasoning, as it credits correct final answers that probably arise from inaccurate or incomplete chains of thought (CoTs). To address this, we introduce a more precise evaluation metric, CoT-Pass@K, which mandates that both the reasoning path and the final answer be correct. We provide a new theoretical foundation that formalizes how RLVR, unlike traditional RL, is uniquely structured to incentivize logical integrity. Our empirical results are supportive: using CoT-Pass@K, we observe that RLVR can incentivize the generalization of correct reasoning for all values of K. Furthermore, by analyzing the training dynamics, we find that this enhanced reasoning capability emerges early in the training process and smoothly generalizes. Our work provides a clear perspective on the role of RLVR, offers a more reliable method for its evaluation, and confirms its potential to genuinely advance machine reasoning.

  • 12 authors
·
Jun 17, 2025 8