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Richelieu: Self-Evolving LLM-Based Agents for AI Diplomacy

Neural Information Processing Systems

Diplomacy is one of the most sophisticated activities in human society, involving complex interactions among multiple parties that require skills in social reasoning, negotiation, and long-term strategic planning. Previous AI agents have demonstrated their ability to handle multi-step games and large action spaces in multi-agent tasks. However, diplomacy involves a staggering magnitude of decision spaces, especially considering the negotiation stage required. While recent agents based on large language models (LLMs) have shown potential in various applications, they still struggle with extended planning periods in complex multi-agent settings. Leveraging recent technologies for LLM-based agents, we aim to explore AI's potential to create a human-like agent capable of executing comprehensive multi-agent missions by integrating three fundamental capabilities: 1) strategic planning with memory and reflection; 2) goal-oriented negotiation with social reasoning; and 3) augmenting memory through self-play games for self-evolution without human in the loop.



DipLLM: Fine-Tuning LLM for Strategic Decision-making in Diplomacy

Xu, Kaixuan, Chai, Jiajun, Li, Sicheng, Fu, Yuqian, Zhu, Yuanheng, Zhao, Dongbin

arXiv.org Artificial Intelligence

Diplomacy is a complex multiplayer game that requires both cooperation and competition, posing significant challenges for AI systems. Traditional methods rely on equilibrium search to generate extensive game data for training, which demands substantial computational resources. Large Language Models (LLMs) offer a promising alternative, leveraging pre-trained knowledge to achieve strong performance with relatively small-scale fine-tuning. However, applying LLMs to Diplomacy remains challenging due to the exponential growth of possible action combinations and the intricate strategic interactions among players. To address this challenge, we propose DipLLM, a fine-tuned LLM-based agent that learns equilibrium policies for Diplomacy. DipLLM employs an autoregressive factorization framework to simplify the complex task of multi-unit action assignment into a sequence of unit-level decisions. By defining an equilibrium policy within this framework as the learning objective, we fine-tune the model using only 1.5% of the data required by the state-of-the-art Cicero model, surpassing its performance. Our results demonstrate the potential of fine-tuned LLMs for tackling complex strategic decision-making in multiplayer games.


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

Yao, Jianzhu, Wang, Kevin, Hsieh, Ryan, Zhou, Haisu, Zou, Tianqing, Cheng, Zerui, Wang, Zhangyang, Viswanath, Pramod

arXiv.org Artificial Intelligence

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. Project Website: https://spinbench.github.io/


Richelieu: Self-Evolving LLM-Based Agents for AI Diplomacy

Guan, Zhenyu, Kong, Xiangyu, Zhong, Fangwei, Wang, Yizhou

arXiv.org Artificial Intelligence

Diplomacy is one of the most sophisticated activities in human society. The complex interactions among multiple parties/ agents involve various abilities like social reasoning, negotiation arts, and long-term strategy planning. Previous AI agents surely have proved their capability of handling multi-step games and larger action spaces on tasks involving multiple agents. However, diplomacy involves a staggering magnitude of decision spaces, especially considering the negotiation stage required. Recently, LLM agents have shown their potential for extending the boundary of previous agents on a couple of applications, however, it is still not enough to handle a very long planning period in a complex multi-agent environment. Empowered with cutting-edge LLM technology, we make the first stab to explore AI's upper bound towards a human-like agent for such a highly comprehensive multi-agent mission by combining three core and essential capabilities for stronger LLM-based societal agents: 1) strategic planner with memory and reflection; 2) goal-oriented negotiate with social reasoning; 3) augmenting memory by self-play games to self-evolving without any human in the loop.


Meta AI Unveils AI-Infused Diplomatic Charmer Which Stirs AI Ethics And AI Law Into Indelicate Tiff

#artificialintelligence

Meta AI has released a fascinating AI-infused diplomacy acting app that plays the famous board game known as Diplomacy, doing so to a level seemingly on par with human players. We take a close look and assess the AI, along with considering crucial AI Ethics and AI Law facets.


DeepMind hopes to teach AI to cooperate by playing Diplomacy

#artificialintelligence

DeepMind, the Alphabet-backed machine learning lab that's tackled chess, Go, Starcraft 2, Montezuma's Revenge, and beyond, believes the board game Diplomacy could motivate a promising new direction in reinforcement learning research. In a paper published on the preprint server Arxiv.org, the firm's researchers describe an AI system that achieves high scores in Diplomacy while yielding "consistent improvements." AI systems have achieved strong competitive play in complex, large-scale games like Hex, shogi, and poker, but the bulk of these are two-player zero-sum games where a player can win only by causing another player to lose. That doesn't reflect the real world, necessarily; tasks like route planning around congestion, contract negotiations, and interacting with customers all involve compromise and consideration of how preferences of group members coincide and conflict. Even when AI software agents are self-interested, they might gain by coordinating and cooperating, so interacting among diverse groups requires complex reasoning about others' goals and motivations.


No Press Diplomacy: Modeling Multi-Agent Gameplay

Paquette, Philip, Lu, Yuchen, Bocco, Steven, Smith, Max O., Ortiz-Gagne, Satya, Kummerfeld, Jonathan K., Singh, Satinder, Pineau, Joelle, Courville, Aaron

arXiv.org Artificial Intelligence

Diplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players. We present DipNet, a neural-network-based policy model for No Press Diplomacy. The model was trained on a new dataset of more than 150,000 human games. Our model is trained by supervised learning (SL) from expert trajectories, which is then used to initialize a reinforcement learning (RL) agent trained through self-play. Both the SL and RL agents demonstrate state-of-the-art No Press performance by beating popular rule-based bots.