Papers for

game ai developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Large language models struggle to weigh trust and accusations in Werewolf games

Do LLMs Trust the Accuser or the Accusation? Measuring Belief Shifts in Werewolf

Abstract: Social-deduction games such as Werewolf are increasingly used to evaluate LLM agents, but existing evaluations often rely on final game outcomes. We propose a belief-shift evaluation benchmark in Werewolf for analyzing communication skills through belief updating. Using LLM-played games, we annotate suspicion and accusation messages and measure how an observing village-side model's beliefs change after each message. We evaluate 40 open-weight LLM configurations on 1,224 annotated messages. Our results show that larger models better distinguish true wolves from villagers based on game history, but accusations still strongly influence their beliefs. Models become more suspicious of the accused target and less suspicious of the accuser, especially when the accuser is trusted, even if the accuser is wolf-aligned. Larger models better resist accusations from accusers they already distrust. Overall, our findings suggest that current open-weight LLMs up to 120B parameters still struggle to integrate accusation content with source trust in strategic communication. Our benchmark and code are available at https://rlg.iis.sinica.edu.tw/papers/werewolf-accusation-benchmark.

Fri 11 SeptArtificial IntelligenceComputation and Language
The gist
Some language models try to play the game Werewolf by listening to players' accusations and deciding who might be a bad player. The paper finds that bigger models are better at spotting the real bad players using game history, but they still get strongly influenced by who is accusing and who is accused. These models tend to trust the accuser more if they are usually trusted, even if that accuser is actually a bad player, and they become more suspicious of the accused. Overall, the models find it hard to balance what is said and who says it in tricky conversations. The researchers made a tool to measure this behavior for many different models.
Open 2609.12446v1

Hierarchical agent improves navigation by adapting to opponents

Hierarchical Belief Modeling for Zero-Shot Opponent Adaptation in Partially Observable Multi-Agent Navigation

Abstract: Lux AI Season 3 requires agents to act under partial observability, randomized episode level dynamics, and a best of five match structure that rewards both tactical execution and fast adaptation. We present HORIZON, a hierarchical agent that combines symmetry aware spatial perception, dual memory belief tracking, relic centric graph attention, information gain driven exploration, and an opponent conditioned policy mixture. HORIZON separates short horizon control from cross match meta reasoning, while auxiliary belief and world model objectives stabilize learning. Trained with PPO in a large scale JAX simulator, the resulting agent explicitly infers hidden game parameters and opponent style. Experiments show consistent gains in match win rate, episode win rate, adaptation gain, and league rating over strong recurrent and feed forward baselines.

Fri 11 SeptArtificial IntelligenceMultiagent Systems
The gist
Playing strategy games is hard when you cannot see everything and your opponent changes their play style. The authors created HORIZON, a smart agent that uses layers of thinking to both quickly react and slowly learn about hidden game details and opponents. It remembers important information and explores to learn more, then uses this knowledge to choose the best moves. Tests show HORIZON beats other agents that don’t adapt as well or use simpler memory techniques.
Open 2609.12422v1

Niching agents improve control success in complex video game environments

Niching Agents in The Core

Abstract: The Core is a unique competitive co-evolution algorithm that allows agents to evolve autonomous control without utilizing a traditional fitness function. The agents evolve via local interactions through tournament selection, crossover, and mutation, producing offspring by evolving better controllers. Previous works have shown The Core's ability to evolve agents capable of combat and navigation in the Xpilot video game. This research expands upon that premise by niching agents to specific subsets of the original environment The Core was tested in. Our results demonstrate the niched agents capacity for success over agents niched to the entire system and agents niched to different sub-environments.

Fri 11 SeptArtificial Intelligence
The gist
Evolving smart agents to control characters in video games is hard without clear goals to measure how good they are. The Core is a way for agents to get better by competing against each other, but it doesn’t use traditional scoring methods. This paper shows that if agents are specialized or 'niched' to smaller parts of the game environment, they perform better than agents trained to handle the whole game or different parts. This helps create smarter game controllers without needing a strict fitness score.
Open 2609.12398v1

Measuring hidden teamwork signals in AI and human card play

The Convention Gap: Towards Measuring Implicit Communication in Cooperative AI Evaluation

Abstract: Cooperative AI agents are evaluated against other AIs, yet human cooperation relies on implicit conventions---shared protocols for reading meaning beyond the literal message---which AI-AI benchmarks may not capture. We propose the \emph{convention gap}, the difference between the failure probability predicted from the literal content of communication and the observed failure rate, as a metric of implicit communication. In the card game Hanabi, the finite deck and deterministic hint constraints make this posterior exactly computable. We replayed about 101,000 play actions from three public datasets of human-human (hanab.live), AI-AI (HOAD), and human-AI (HanabiData) games. The gap was +26.2 percentage points (pp) in human pairs, $-$0.7~pp in AI pairs, and +16.4~pp in human-AI pairs, and was concentrated on plays of cards that had received no hints (+46~pp in human pairs). Within human-AI play, the literal information available to humans was similar across the three AI partners (mean predicted failure 38--41\%), but human failure rates ranged from 14.4\% to 34.4\% and the gap from +24.1 to +6.2~pp; the partner eliciting the largest gap produced the fewest human failures. Game score carried different information: it depended on each corpus's roster composition, whereas the gap separated human from AI play at the agent level. As a known-answer check, Off-Belief Learning agents, whose convention content is controlled by construction, gave a gap of +1.6~pp at the convention-free level, rising monotonically to +21.7~pp. These results suggest that convention compatibility, rather than AI-AI performance, may predict an AI's effectiveness with human partners.

Thu 10 SeptArtificial IntelligenceHuman-Computer Interaction
The gist
This paper looks at how humans often cooperate by sharing unspoken signals—called conventions—that go beyond the obvious words or hints used in a game, something AI players usually miss. The authors introduce the idea of a "convention gap," which measures how much human teamwork relies on these hidden signals by comparing expected failures based on literal clues to actual failures observed. Using the card game Hanabi, they found large gaps in human pairs and mixed human-AI games but not among AI players alone. This shows that AI partners might need to better understand and align with human conventions to work well together.
Open 2609.11489v1

Graph connectivity boosts hierarchical reinforcement learning with dense rewards

From Connectivity to Rewards: Dense Reward Learning with Directed State Graphs

Abstract: The integration of graphs with Goal-Conditioned Hierarchical Reinforcement Learning (GCHRL) has received increasing attention, as graphs naturally encode task hierarchies for effective subgoal sampling. However, existing methods often overlook intrinsic connectivity information, failing to fully leverage the underlying topology for efficient learning. Most graph-based GCHRL methods use the graph as a stochastic sampling tool rather than as an environmental model that encodes connectivity and state-accessibility information. This limitation is particularly acute in quasimetric environments, where the inherent asymmetry of state transitions poses a fundamental challenge to stable policy learning and robust path planning. In this paper, we address these problems by introducing a state connectivity model designed to predict pairwise state connectivity strength in asymmetric environments. We transform these connectivity strengths into scalar auxiliary dense rewards, providing continuous guidance across multiple hierarchical levels. We demonstrate that our proposed framework, Graph-Guided Quasimetric Dense Reward (G2QDR), can theoretically be integrated into any existing GCHRL architecture, and the state connectivity model is efficiently implemented via a neural network trained on a directed state graph generated during exploration. Empirical results across a wide range of sparse reward environments indicate that, in general, G2QDR can enhance the performance of baseline GCHRL approaches with acceptable computational overhead.

Wed 9 SeptMachine Learning
The gist
Many reinforcement learning systems learn tasks by setting and reaching smaller goals, but they often miss important connections between places or states that help guide learning. The authors offer a method that creates a map capturing how strongly different states are connected, even when moving between states isn’t always the same in both directions. They turn these connections into helpful, continuous rewards that guide the learning process more smoothly. Their approach works alongside many existing methods and shows better performance in tasks where rewards are initially rare.
Open 2609.10781v1

Optimal equation helps balance learning stability and flexibility

A Bellman Optimality Equation for Plasticity

Abstract: In continual reinforcement learning, carefully managing the stability-plasticity tradeoff remains a core challenge. Recent work by Abel et al. (2025) formalized this dilemma by defining plasticity as the generalized directed information from an agent's observations to its actions, and empowerment as the generalized directed information from its actions to its observations. This formulation successfully reframes the traditional stability-plasticity tradeoff as an empowerment-plasticity tradeoff. However, while extensive literature exists on optimizing for empowerment, there is currently no research addressing the optimization of plasticity under this new definition. This paper presents preliminary work toward optimizing plasticity within Markov decision processes. We show that there exists a Bellman optimality equation for optimizing plasticity similar to previous work for empowerment.

Wed 9 SeptMachine Learning
The gist
Balancing learning stability and the ability to adapt, called plasticity, is a key challenge in AI systems that learn continually. The authors build on previous work that defined plasticity and empowerment in terms of information flow between an AI agent’s actions and observations. They show there is a mathematical equation, like the famous Bellman optimality equation, that can help optimize plasticity in decision-making processes. This is a first step toward better managing how much AI agents change their behavior over time.
Open 2609.10776v1

Approximate value iteration achieves strong game play with less cost

The Surprising Effectiveness of Approximate Value Iteration in Self-Play

Abstract: Combining search with function approximation has driven major advances in game-playing programs, making self-play algorithms more competitive than ever. Still, the computational overhead of the most popular methods, based on Monte Carlo Tree Search (MCTS), can be substantial. In this work, we investigate whether simpler methods remain competitive in non-trivial, moderately sized games such as Connect Four, Hex(7x7) and synthetic games. We train a minimal self-play implementation of Approximate Value Iteration (AVI) and use ground-truth oracles for exact evaluation. Contrary to expectations, our results demonstrate the surprising effectiveness of AVI: it learns more accurate value functions than those learned by AlphaZero, while its one-step-lookahead greedy policies remain competitive with MCTS-based policies at substantially lower training and inference costs. Preliminary experiments on Othello and Go(9x9) show that AVI trains stably on larger games and learns effective value functions. These findings suggest that the success of MCTS-based methods may have eclipsed simpler approaches that have become increasingly practical with modern deep-learning tools.

Tue 8 SeptArtificial Intelligence
The gist
Playing games with computers often involves complex methods that are slow and require a lot of computing power. The authors show that a simpler approach called approximate value iteration can learn to play certain board games well, almost as well as fancy search methods, but faster and cheaper. They tested it on games like Connect Four and smaller versions of Go, finding it surprisingly effective. This suggests simpler methods might be a practical choice for game-playing AI than what is commonly used now.
Open 2609.09094v1