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CSP4SDG: Constraint and Information-Theory Based Role Identification in Social Deduction Games with LLM-Enhanced Inference

arXiv.org Artificial Intelligence

In Social Deduction Games (SDGs) such as Avalon, Mafia, and W erewolf, players conceal their identities and deliberately mislead others, making hidden-role inference a central and demanding task. Accurate role identification, which forms the basis of an agent's belief state, is therefore the keystone for both human and AI performance. We introduce CSP4SDG, a probabilistic, constraint-satisfaction framework that analyses gameplay objectively. Game events and dialogue are mapped to four linguistically-agnostic constraint classes--evidence, phenomena, assertions, and hypotheses. Hard constraints prune impossible role assignments, while weighted soft constraints score the remainder; information-gain weighting links each hypothesis to its expected value under entropy reduction, and a simple closed-form scoring rule guarantees that truthful assertions converge to classical hard logic with minimum error. The resulting posterior over roles is fully interpretable and updates in real time. Experiments on three public datasets show that CSP4SDG (i) outperforms LLM-based baselines in every inference scenario, and (ii) boosts LLMs when supplied as an auxiliary "reasoning tool." Our study validates that principled probabilistic reasoning with information theory is a scalable alternative--or complement--to heavy-weight neural models for SDGs.


Training an Assassin AI for The Resistance: Avalon

arXiv.org Artificial Intelligence

The Resistance: Avalon is a partially observable social deduction game. This area of AI game playing is fairly undeveloped. Implementing an AI for this game involves multiple components specific to each phase as well as role in the game. In this paper, we plan to iteratively develop the required components for each role/phase by first addressing the Assassination phase which can be modeled as a machine learning problem. Using a publicly available dataset from an online version of the game, we train classifiers that emulate an Assassin. After trying various classification techniques, we are able to achieve above average human performance using a simple linear support vector classifier. The eventual goal of this project is to pursue developing an intelligent and complete Avalon player that can play through each phase of the game as any role.


Percival: Making In-Browser Perceptual Ad Blocking Practical With Deep Learning

arXiv.org Machine Learning

Online advertising has been a long-standing concern for user privacy and overall web experience. Several techniques have been proposed to block ads, mostly based on filter-lists and manually-written rules. While a typical ad blocker relies on manually-curated block lists, these inevitably get out-of-date, thus compromising the ultimate utility of this ad blocking approach. In this paper we present Percival, a browser-embedded, lightweight, deep learning-powered ad blocker. Percival embeds itself within the browser's image rendering pipeline, which makes it possible to intercept every image obtained during page execution and to perform blocking based on applying machine learning for image classification to flag potential ads. Our implementation inside both Chromium and Brave browsers shows only a minor rendering performance overhead of 4.55%, demonstrating the feasibility of deploying traditionally heavy models (i.e. deep neural networks) inside the critical path of the rendering engine of a browser. We show that our image-based ad blocker can replicate EasyList rules with an accuracy of 96.76%. To show the versatility of the Percival's approach we present case studies that demonstrate that Percival 1) does surprisingly well on ads in languages other than English; 2) Percival also performs well on blocking first-party Facebook ads, which have presented issues for other ad blockers. Percival proves that image-based perceptual ad blocking is an attractive complement to today's dominant approach of block lists