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Leading the Follower: Learning Persuasive Agents in Social Deduction Games

Zheng, Zhang, Ye, Deheng, Zhao, Peilin, Wang, Hao

arXiv.org Artificial Intelligence

Large language model (LLM) agents have shown remarkable progress in social deduction games (SDGs). However, existing approaches primarily focus on information processing and strategy selection, overlooking the significance of persuasive communication in influencing other players' beliefs and responses. In SDGs, success depends not only on making correct deductions but on convincing others to response in alignment with one's intent. To address this limitation, we formalize turn-based dialogue in SDGs as a Stackelberg competition, where the current player acts as the leader who strategically influences the follower's response. Building on this theoretical foundation, we propose a reinforcement learning framework that trains agents to optimize utterances for persuasive impact. Through comprehensive experiments across three diverse SDGs, we demonstrate that our agents significantly outperform baselines. This work represents a significant step toward developing AI agents capable of strategic social influence, with implications extending to scenarios requiring persuasive communication.


Learning to Discuss Strategically: A Case Study on One Night Ultimate Werewolf

Neural Information Processing Systems

As a variant of the famous communication game Werewolf, One Night Ultimate W erewolf (ONUW) requires players to develop strategic discussion policies due to the potential role changes that increase the uncertainty and complexity of the game.


MultiMind: Enhancing Werewolf Agents with Multimodal Reasoning and Theory of Mind

Zhang, Zheng, Xiao, Nuoqian, Chai, Qi, Ye, Deheng, Wang, Hao

arXiv.org Artificial Intelligence

Large Language Model (LLM) agents have demonstrated impressive capabilities in social deduction games (SDGs) like Werewolf, where strategic reasoning and social deception are essential. However, current approaches remain limited to textual information, ignoring crucial multimodal cues such as facial expressions and tone of voice that humans naturally use to communicate. Moreover, existing SDG agents primarily focus on inferring other players' identities without modeling how others perceive themselves or fellow players. To address these limitations, we use One Night Ultimate Werewolf (ONUW) as a testbed and present MultiMind, the first framework integrating multimodal information into SDG agents. MultiMind processes facial expressions and vocal tones alongside verbal content, while employing a Theory of Mind (ToM) model to represent each player's suspicion levels toward others. By combining this ToM model with Monte Carlo Tree Search (MCTS), our agent identifies communication strategies that minimize suspicion directed at itself. Through comprehensive evaluation in both agent-versus-agent simulations and studies with human players, we demonstrate MultiMind's superior performance in gameplay. Our work presents a significant advancement toward LLM agents capable of human-like social reasoning across multimodal domains.


Ethical Considerations of Large Language Models in Game Playing

Zhang, Qingquan, Li, Yuchen, Yuan, Bo, Togelius, Julian, Yannakakis, Georgios N., Liu, Jialin

arXiv.org Artificial Intelligence

Large language models (LLMs) have demonstrated tremendous potential in game playing, while little attention has been paid to their ethical implications in those contexts. This work investigates and analyses the ethical considerations of applying LLMs in game playing, using Werewolf, also known as Mafia, as a case study. Gender bias, which affects game fairness and player experience, has been observed from the behaviour of LLMs. Some roles, such as the Guard and Werewolf, are more sensitive than others to gender information, presented as a higher degree of behavioural change. We further examine scenarios in which gender information is implicitly conveyed through names, revealing that LLMs still exhibit discriminatory tendencies even in the absence of explicit gender labels. This research showcases the importance of developing fair and ethical LLMs. Beyond our research findings, we discuss the challenges and opportunities that lie ahead in this field, emphasising the need for diving deeper into the ethical implications of LLMs in gaming and other interactive domains.


Verbal Werewolf: Engage Users with Verbalized Agentic Werewolf Game Framework

Fan, Qihui, Li, Wenbo, Nan, Enfu, Chen, Yixiao, Lu, Lei, Zhao, Pu, Wang, Yanzhi

arXiv.org Artificial Intelligence

The growing popularity of social deduction games has created an increasing need for intelligent frameworks where humans can collaborate with AI agents, particularly in post-pandemic contexts with heightened psychological and social pressures. Social deduction games like Werewolf, traditionally played through verbal communication, present an ideal application for Large Language Models (LLMs) given their advanced reasoning and conversational capabilities. Prior studies have shown that LLMs can outperform humans in Werewolf games, but their reliance on external modules introduces latency that left their contribution in academic domain only, and omit such game should be user-facing. We propose \textbf{Verbal Werewolf}, a novel LLM-based Werewolf game system that optimizes two parallel pipelines: gameplay powered by state-of-the-art LLMs and a fine-tuned Text-to-Speech (TTS) module that brings text output to life. Our system operates in near real-time without external decision-making modules, leveraging the enhanced reasoning capabilities of modern LLMs like DeepSeek V3 to create a more engaging and anthropomorphic gaming experience that significantly improves user engagement compared to existing text-only frameworks.


MultiAgentBench: Evaluating the Collaboration and Competition of LLM agents

Zhu, Kunlun, Du, Hongyi, Hong, Zhaochen, Yang, Xiaocheng, Guo, Shuyi, Wang, Zhe, Wang, Zhenhailong, Qian, Cheng, Tang, Xiangru, Ji, Heng, You, Jiaxuan

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have shown remarkable capabilities as autonomous agents, yet existing benchmarks either focus on single-agent tasks or are confined to narrow domains, failing to capture the dynamics of multi-agent coordination and competition. In this paper, we introduce MultiAgentBench, a comprehensive benchmark designed to evaluate LLM-based multi-agent systems across diverse, interactive scenarios. Our framework measures not only task completion but also the quality of collaboration and competition using novel, milestone-based key performance indicators. Moreover, we evaluate various coordination protocols (including star, chain, tree, and graph topologies) and innovative strategies such as group discussion and cognitive planning. Notably, gpt-4o-mini reaches the average highest task score, graph structure performs the best among coordination protocols in the research scenario, and cognitive planning improves milestone achievement rates by 3%. Code and datasets are public available at https://github.com/MultiagentBench/MARBLE.


Learning Strategic Language Agents in the Werewolf Game with Iterative Latent Space Policy Optimization

Xu, Zelai, Gu, Wanjun, Yu, Chao, Wu, Yi, Wang, Yu

arXiv.org Artificial Intelligence

Large language model (LLM)-based agents have recently shown impressive progress in a variety of domains, including open-ended conversation and multi-step decision-making. However, applying these agents to social deduction games such as Werewolf, which requires both strategic decision-making and free-form language interaction, remains non-trivial. Traditional methods based on Counterfactual Regret Minimization (CFR) or reinforcement learning (RL) typically depend on a predefined action space, making them unsuitable for language games with unconstrained text action space. Meanwhile, pure LLM-based agents often suffer from intrinsic biases and require prohibitively large datasets for fine-tuning. We propose Latent Space Policy Optimization (LSPO), an iterative framework that addresses these challenges by first mapping free-form text to a discrete latent space, where methods like CFR and RL can learn strategic policy more effectively. We then translate the learned policy back into natural language dialogues, which are used to fine-tune an LLM via Direct Preference Optimization (DPO). By iteratively alternating between these stages, our LSPO agent progressively enhances both strategic reasoning and language communication. Experiment results on the Werewolf game show that our method improves the agent's performance in each iteration and outperforms existing Werewolf agents, underscoring its promise for free-form language decision-making.


Multi-agent KTO: Reinforcing Strategic Interactions of Large Language Model in Language Game

Ye, Rong, Zhang, Yongxin, Zhang, Yikai, Kuang, Haoyu, Wei, Zhongyu, Sun, Peng

arXiv.org Artificial Intelligence

Achieving Artificial General Intelligence (AGI) requires AI agents that can not only make stratigic decisions but also engage in flexible and meaningful communication. Inspired by Wittgenstein's language game theory in Philosophical Investigations, we propose that language agents can learn through in-context interaction rather than traditional multi-stage frameworks that separate decision-making from language expression. Using Werewolf, a social deduction game that tests language understanding, strategic interaction, and adaptability, we develop the Multi-agent Kahneman & Tversky's Optimization (MaKTO). MaKTO engages diverse models in extensive gameplay to generate unpaired desirable and unacceptable responses, then employs KTO to refine the model's decision-making process. In 9-player Werewolf games, MaKTO achieves a 61% average win rate across various models, outperforming GPT-4o and two-stage RL agents by relative improvements of 23.0% and 10.9%, respectively. Notably, MaKTO also demonstrates human-like performance, winning 60% against expert players and showing only 49% detectability in Turing-style blind tests. These results showcase MaKTO's superior decision-making, strategic adaptation, and natural language generation in complex social deduction games.


Graph Retrieval Augmented Trustworthiness Reasoning

Zhu, Ying, Li, Shengchang, Kong, Ziqian, Xu, Peilan

arXiv.org Artificial Intelligence

Trustworthiness reasoning is crucial in multiplayer games with incomplete information, enabling agents to identify potential allies and adversaries, thereby enhancing reasoning and decision-making processes. Traditional approaches relying on pre-trained models necessitate extensive domain-specific data and considerable reward feedback, with their lack of real-time adaptability hindering their effectiveness in dynamic environments. In this paper, we introduce the Graph Retrieval Augmented Reasoning (GRATR) framework, leveraging the Retrieval-Augmented Generation (RAG) technique to bolster trustworthiness reasoning in agents. GRATR constructs a dynamic trustworthiness graph, updating it in real-time with evidential information, and retrieves relevant trust data to augment the reasoning capabilities of Large Language Models (LLMs). We validate our approach through experiments on the multiplayer game "Werewolf," comparing GRATR against baseline LLM and LLM enhanced with Native RAG and Rerank RAG. Our results demonstrate that GRATR surpasses the baseline methods by over 30\% in winning rate, with superior reasoning performance. Moreover, GRATR effectively mitigates LLM hallucinations, such as identity and objective amnesia, and crucially, it renders the reasoning process more transparent and traceable through the use of the trustworthiness graph.