tic-tac-toe
- North America > United States (0.05)
- North America > Canada > British Columbia > Metro Vancouver Regional District > Vancouver (0.04)
Game Reasoning Arena: A Framework and Benchmark for Assessing Reasoning Capabilities of Large Language Models via Game Play
Cipolina-Kun, Lucia, Nezhurina, Marianna, Jitsev, Jenia
The Game Reasoning Arena library provides a framework for evaluating the decision making abilities of large language models (LLMs) through strategic board games implemented in Google OpenSpiel library. The framework enables systematic comparisons between LLM based agents and other agents (random, heuristic, reinforcement learning agents, etc.) in various game scenarios by wrapping multiple board and matrix games and supporting different agent types. It integrates API access to models via liteLLM, local model deployment via vLLM, and offers distributed execution through Ray. This paper summarises the library structure, key characteristics, and motivation of the repository, highlighting how it contributes to the empirical evaluation of the reasoning of LLM and game theoretic behaviour.
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- North America > United States > Texas (0.04)
- North America > Canada (0.04)
- Europe > United Kingdom > England > Oxfordshire > Oxford (0.04)
Who is a Better Player: LLM against LLM
Zhou, Yingjie, Cao, Jiezhang, Wen, Farong, Xu, Li, Jiang, Yanwei, Jia, Jun, Li, Ronghui, Liu, Xiaohong, Zhou, Yu, Min, Xiongkuo, Guo, Jie, Zhang, Zicheng, Zhai, Guangtao
Adversarial board games, as a paradigmatic domain of strategic reasoning and intelligence, have long served as both a popular competitive activity and a benchmark for evaluating artificial intelligence (AI) systems. Building on this foundation, we propose an adversarial benchmarking framework to assess the comprehensive performance of Large Language Models (LLMs) through board games competition, compensating the limitation of data dependency of the mainstream Question-and-Answer (Q&A) based benchmark method. We introduce Qi Town, a specialized evaluation platform that supports 5 widely played games and involves 20 LLM-driven players. The platform employs both the Elo rating system and a novel Performance Loop Graph (PLG) to quantitatively evaluate the technical capabilities of LLMs, while also capturing Positive Sentiment Score (PSS) throughout gameplay to assess mental fitness. The evaluation is structured as a round-robin tournament, enabling systematic comparison across players. Experimental results indicate that, despite technical differences, most LLMs remain optimistic about winning and losing, demonstrating greater adaptability to high-stress adversarial environments than humans. On the other hand, the complex relationship between cyclic wins and losses in PLGs exposes the instability of LLMs' skill play during games, warranting further explanation and exploration.
- Research Report (0.64)
- Overview (0.46)
- Leisure & Entertainment > Games > Chess (1.00)
- Leisure & Entertainment > Games > Computer Games (0.93)
LLMs are Greedy Agents: Effects of RL Fine-tuning on Decision-Making Abilities
Schmied, Thomas, Bornschein, Jörg, Grau-Moya, Jordi, Wulfmeier, Markus, Pascanu, Razvan
The success of Large Language Models (LLMs) has sparked interest in various agentic applications. A key hypothesis is that LLMs, leveraging common sense and Chain-of-Thought (CoT) reasoning, can effectively explore and efficiently solve complex domains. However, LLM agents have been found to suffer from sub-optimal exploration and the knowing-doing gap, the inability to effectively act on knowledge present in the model. In this work, we systematically study why LLMs perform sub-optimally in decision-making scenarios. In particular, we closely examine three prevalent failure modes: greediness, frequency bias, and the knowing-doing gap. We propose mitigation of these shortcomings by fine-tuning via Reinforcement Learning (RL) on self-generated CoT rationales. Our experiments across multi-armed bandits, contextual bandits, and Tic-tac-toe, demonstrate that RL fine-tuning enhances the decision-making abilities of LLMs by increasing exploration and narrowing the knowing-doing gap. Finally, we study both classic exploration mechanisms, such as $ε$-greedy, and LLM-specific approaches, such as self-correction and self-consistency, to enable more effective fine-tuning of LLMs for decision-making.
- Europe > Austria > Vienna (0.14)
- North America > United States > California > Santa Clara County (0.04)
- North America > Canada > British Columbia > Metro Vancouver Regional District > Vancouver (0.04)
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Grammar and Gameplay-aligned RL for Game Description Generation with LLMs
Tanaka, Tsunehiko, Simo-Serra, Edgar
Game Description Generation (GDG) is the task of generating a game description written in a Game Description Language (GDL) from natural language text. Previous studies have explored generation methods leveraging the contextual understanding capabilities of Large Language Models (LLMs); however, accurately reproducing the game features of the game descriptions remains a challenge. In this paper, we propose reinforcement learning-based fine-tuning of LLMs for GDG (RLGDG). Our training method simultaneously improves grammatical correctness and fidelity to game concepts by introducing both grammar rewards and concept rewards. Furthermore, we adopt a two-stage training strategy where Reinforcement Learning (RL) is applied following Supervised Fine-Tuning (SFT). Experimental results demonstrate that our proposed method significantly outperforms baseline methods using SFT alone.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
- North America > United States (0.04)
- Europe > United Kingdom > England (0.04)
- Asia > India (0.04)
Doubly Robust Monte Carlo Tree Search
We present Doubly Robust Monte Carlo Tree Search (DR-MCTS), a novel algorithm that integrates Doubly Robust (DR) off-policy estimation into Monte Carlo Tree Search (MCTS) to enhance sample efficiency and decision quality in complex environments. Our approach introduces a hybrid estimator that combines MCTS rollouts with DR estimation, offering theoretical guarantees of unbiasedness and variance reduction under specified conditions. Empirical evaluations in Tic-Tac-Toe and the partially observable VirtualHome environment demonstrate DR-MCTS's superior performance over standard MCTS. In Tic-Tac-Toe, DR-MCTS achieves an 88% win rate compared to a 10% win rate for standard MCTS. In compound VirtualHome tasks, DR-MCTS attains a 20.7% success rate versus 10.3% for standard MCTS. Our scaling analysis reveals that DR-MCTS exhibits better sample efficiency, notably outperforming standard MCTS with larger language models while using a smaller model. These results underscore DR-MCTS's potential for efficient decision-making in complex, real-world scenarios where sample efficiency is paramount.
Show, Don't Tell: Evaluating Large Language Models Beyond Textual Understanding with ChildPlay
de Carvalho, Gonçalo Hora, Pollice, Robert, Knap, Oscar
We explore the hypothesis that LLMs, such as GPT-3.5 and GPT-4, possess broader cognitive functions, particularly in non-linguistic domains. Our approach extends beyond standard linguistic benchmarks by incorporating games like Tic-Tac-Toe, Connect Four, and Battleship, encoded via ASCII, to assess strategic thinking and decision-making. To evaluate the models' ability to generalize beyond their training data, we introduce two additional games. The first game, LEGO Connect Language (LCL), tests the models' capacity to understand spatial logic and follow assembly instructions. The second game, the game of shapes, challenges the models to identify shapes represented by 1s within a matrix of zeros, further testing their spatial reasoning skills. This "show, don't tell" strategy uses games instead of simply querying the models. Our results show that despite their proficiency on standard benchmarks, GPT-3.5 and GPT-4's abilities to play and reason about fully observable games without pre-training is mediocre. Both models fail to anticipate losing moves in Tic-Tac-Toe and Connect Four, and they are unable to play Battleship correctly. While GPT-4 shows some success in the game of shapes, both models fail at the assembly tasks presented in the LCL game. These results suggest that while GPT models can emulate conversational proficiency and basic rule comprehension, their performance in strategic gameplay and spatial reasoning tasks is very limited. Importantly, this reveals a blind spot in current LLM benchmarks that we highlight with our gameplay benchmark suite ChildPlay (https://github.com/child-play-neurips/child-play). Our findings provide a cautionary tale about claims of emergent intelligence and reasoning capabilities of LLMs that are roughly the size of GPT-3.5 and GPT-4.
- North America > United States > Connecticut > Fairfield County > Westport (0.04)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > Netherlands > South Holland > The Hague (0.04)
Decision-making and control with diffractive optical networks
Qiu, Jumin, Xiao, Shuyuan, Huang, Lujun, Miroshnichenko, Andrey, Zhang, Dejian, Liu, Tingting, Yu, Tianbao
The ultimate goal of artificial intelligence is to mimic the human brain to perform decision-making and control directly from high-dimensional sensory input. Diffractive optical networks provide a promising solution for implementing artificial intelligence with high-speed and low-power consumption. Most of the reported diffractive optical networks focus on single or multiple tasks that do not involve environmental interaction, such as object recognition and image classification. In contrast, the networks capable of performing decision-making and control have not yet been developed to our knowledge. Here, we propose using deep reinforcement learning to implement diffractive optical networks that imitate human-level decision-making and control capability. Such networks taking advantage of a residual architecture, allow for finding optimal control policies through interaction with the environment and can be readily implemented with existing optical devices. The superior performance of these networks is verified by engaging three types of classic games, Tic-Tac-Toe, Super Mario Bros., and Car Racing. Finally, we present an experimental demonstration of playing Tic-Tac-Toe by leveraging diffractive optical networks based on a spatial light modulator. Our work represents a solid step forward in advancing diffractive optical networks, which promises a fundamental shift from the target-driven control of a pre-designed state for simple recognition or classification tasks to the high-level sensory capability of artificial intelligence. It may find exciting applications in autonomous driving, intelligent robots, and intelligent manufacturing.
- Asia > China > Jiangxi Province > Nanchang (0.05)
- Oceania > Australia > Australian Capital Territory > Canberra (0.04)
- Asia > China > Shanghai > Shanghai (0.04)
- (2 more...)
- Telecommunications > Networks (1.00)
- Leisure & Entertainment > Games > Computer Games (1.00)
Agents Explore the Environment Beyond Good Actions to Improve Their Model for Better Decisions
Improving the decision-making capabilities of agents is a key challenge on the road to artificial intelligence. To improve the planning skills needed to make good decisions, MuZero's agent combines prediction by a network model and planning by a tree search using the predictions. MuZero's learning process can fail when predictions are poor but planning requires them. We use this as an impetus to get the agent to explore parts of the decision tree in the environment that it otherwise would not explore. The agent achieves this, first by normal planning to come up with an improved policy. Second, it randomly deviates from this policy at the beginning of each training episode. And third, it switches back to the improved policy at a random time step to experience the rewards from the environment associated with the improved policy, which is the basis for learning the correct value expectation. The simple board game Tic-Tac-Toe is used to illustrate how this approach can improve the agent's decision-making ability. The source code, written entirely in Java, is available at https://github.com/enpasos/muzero.
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > Germany (0.04)