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Oct 31

The Telephone Game: Evaluating Semantic Drift in Unified Models

Employing a single, unified model (UM) for both visual understanding (image-to-text: I2T) and and visual generation (text-to-image: T2I) has opened a new direction in Visual Language Model (VLM) research. While UMs can also support broader unimodal tasks (e.g., text-to-text, image-to-image), we focus on the core cross-modal pair T2I and I2T, as consistency between understanding and generation is critical for downstream use. Existing evaluations consider these capabilities in isolation: FID and GenEval for T2I, and benchmarks such as MME, MMBench for I2T. These single-pass metrics do not reveal whether a model that understands a concept can also render it, nor whether meaning is preserved when cycling between image and text modalities. To address this, we introduce the Unified Consistency Framework for Unified Models (UCF-UM), a cyclic evaluation protocol that alternates I2T and T2I over multiple generations to quantify semantic drift. UCF formulates 3 metrics: (i) Mean Cumulative Drift (MCD), an embedding-based measure of overall semantic loss; (ii) Semantic Drift Rate (SDR), that summarizes semantic decay rate; and (iii) Multi-Generation GenEval (MGG), an object-level compliance score extending GenEval. To assess generalization beyond COCO, which is widely used in training; we create a new benchmark ND400, sampled from NoCaps and DOCCI and evaluate on seven recent models. UCF-UM reveals substantial variation in cross-modal stability: some models like BAGEL maintain semantics over many alternations, whereas others like Vila-u drift quickly despite strong single-pass scores. Our results highlight cyclic consistency as a necessary complement to standard I2T and T2I evaluations, and provide practical metrics to consistently assess unified model's cross-modal stability and strength of their shared representations. Code: https://github.com/mollahsabbir/Semantic-Drift-in-Unified-Models

  • 6 authors
·
Sep 4

From Natural Language to Extensive-Form Game Representations

We introduce a framework for translating game descriptions in natural language into extensive-form representations in game theory, leveraging Large Language Models (LLMs) and in-context learning. Given the varying levels of strategic complexity in games, such as perfect versus imperfect information, directly applying in-context learning would be insufficient. To address this, we introduce a two-stage framework with specialized modules to enhance in-context learning, enabling it to divide and conquer the problem effectively. In the first stage, we tackle the challenge of imperfect information by developing a module that identifies information sets along and the corresponding partial tree structure. With this information, the second stage leverages in-context learning alongside a self-debugging module to produce a complete extensive-form game tree represented using pygambit, the Python API of a recognized game-theoretic analysis tool called Gambit. Using this python representation enables the automation of tasks such as computing Nash equilibria directly from natural language descriptions. We evaluate the performance of the full framework, as well as its individual components, using various LLMs on games with different levels of strategic complexity. Our experimental results show that the framework significantly outperforms baseline models in generating accurate extensive-form games, with each module playing a critical role in its success.

  • 3 authors
·
Jan 28

Situated Language Learning via Interactive Narratives

This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.

  • 2 authors
·
Mar 17, 2021

TMGBench: A Systematic Game Benchmark for Evaluating Strategic Reasoning Abilities of LLMs

The rapid advancement of large language models (LLMs) has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate LLMs' strategic reasoning capabilities, game theory, with its concise structure, has become a preferred approach. However, current research focuses on a limited selection of games, resulting in low coverage. Classic game scenarios risk data leakage, and existing benchmarks often lack extensibility, making them inadequate for evaluating state-of-the-art models. To address these challenges, we propose TMGBench, a benchmark with comprehensive game type coverage, novel scenarios, and flexible organization. Specifically, we incorporate all 144 game types summarized by the Robinson-Goforth topology of 2x2 games, constructed as classic games. We also employ synthetic data generation to create diverse, higher-quality scenarios through topic guidance and human inspection, referred to as story-based games. Lastly, we provide a sustainable framework for increasingly powerful LLMs by treating these games as atomic units and organizing them into more complex forms via sequential, parallel, and nested structures. Our comprehensive evaluation of mainstream LLMs covers tests on rational reasoning, robustness, Theory-of-Mind (ToM), and reasoning in complex forms. Results reveal flaws in accuracy, consistency, and varying mastery of ToM. Additionally, o1-mini, OpenAI's latest reasoning model, achieved accuracy rates of 66.6%, 60.0%, and 70.0% on sequential, parallel, and nested games, highlighting TMGBench's challenges.

  • 6 authors
·
Oct 14, 2024

Knowledge-enhanced Agents for Interactive Text Games

Communication via natural language is a crucial aspect of intelligence, and it requires computational models to learn and reason about world concepts, with varying levels of supervision. While there has been significant progress made on fully-supervised non-interactive tasks, such as question-answering and procedural text understanding, much of the community has turned to various sequential interactive tasks, as in semi-Markov text-based games, which have revealed limitations of existing approaches in terms of coherence, contextual awareness, and their ability to learn effectively from the environment. In this paper, we propose a framework for enabling improved functional grounding of agents in text-based games. Specifically, we consider two forms of domain knowledge that we inject into learning-based agents: memory of previous correct actions and affordances of relevant objects in the environment. Our framework supports three representative model classes: `pure' reinforcement learning (RL) agents, RL agents enhanced with knowledge graphs, and agents equipped with language models. Furthermore, we devise multiple injection strategies for the above domain knowledge types and agent architectures, including injection via knowledge graphs and augmentation of the existing input encoding strategies. We perform all experiments on the ScienceWorld text-based game environment, to illustrate the performance of various model configurations in challenging science-related instruction-following tasks. Our findings provide crucial insights on the development of effective natural language processing systems for interactive contexts.

  • 5 authors
·
May 8, 2023

Can Large Language Models Serve as Rational Players in Game Theory? A Systematic Analysis

Game theory, as an analytical tool, is frequently utilized to analyze human behavior in social science research. With the high alignment between the behavior of Large Language Models (LLMs) and humans, a promising research direction is to employ LLMs as substitutes for humans in game experiments, enabling social science research. However, despite numerous empirical researches on the combination of LLMs and game theory, the capability boundaries of LLMs in game theory remain unclear. In this research, we endeavor to systematically analyze LLMs in the context of game theory. Specifically, rationality, as the fundamental principle of game theory, serves as the metric for evaluating players' behavior -- building a clear desire, refining belief about uncertainty, and taking optimal actions. Accordingly, we select three classical games (dictator game, Rock-Paper-Scissors, and ring-network game) to analyze to what extent LLMs can achieve rationality in these three aspects. The experimental results indicate that even the current state-of-the-art LLM (GPT-4) exhibits substantial disparities compared to humans in game theory. For instance, LLMs struggle to build desires based on uncommon preferences, fail to refine belief from many simple patterns, and may overlook or modify refined belief when taking actions. Therefore, we consider that introducing LLMs into game experiments in the field of social science should be approached with greater caution.

  • 4 authors
·
Dec 9, 2023

Evaluating Language Models' Evaluations of Games

Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how models play games such as chess and Go. In this paper, we advocate for a new paradigm that assesses AI systems' evaluation of games. First, we introduce a formalism for evaluating such evaluations. We then leverage a large-scale dataset of over 100 novel board games and over 450 human judgments to compare evaluations produced by modern language and reasoning models against those of people and symbolic computational agents. We consider two kinds of evaluative queries: assessing the payoff (or fairness) and the funness of games. These queries span two dimensions relevant to the design of evaluations of AI evaluations: how complex a query is to compute and how difficult a query is to quantify. Our results show that reasoning models are generally more aligned to people in their evaluations of games than non-reasoning language models. However, we observe a non-monotonic relationship: as models get closer to game-theoretic optimal, their fit to human data weakens. We also observe more "jaggedness" across models for assessing funness, in line with the greater difficulty of quantifying this query. Across queries and games, reasoning models show highly variable and unpredictable resource usage when assessing queries, pointing to the importance of imbuing more resource-rational meta-reasoning in language and reasoning models.

GTAlign: Game-Theoretic Alignment of LLM Assistants for Mutual Welfare

Large Language Models (LLMs) have achieved remarkable progress in reasoning, yet sometimes produce responses that are suboptimal for users in tasks such as writing, information seeking, or providing practical guidance. Conventional alignment practices typically assume that maximizing model reward also maximizes user welfare, but this assumption frequently fails in practice: models may over-clarify or generate overly verbose reasoning when users prefer concise answers. Such behaviors resemble the prisoner's dilemma, where individually rational choices lead to socially suboptimal outcomes. The fundamental challenge is the lack of a principled decision making mechanism that mutually benefits both the LLM and the user. We propose Game-Theoretic Alignment (GTAlign), an alignment framework that integrates game-theoretic decision making into both reasoning and training. During reasoning, the model explicitly treats user-LLM interaction as a strategic game: it constructs payoff matrices within its reasoning chain to estimate welfare for both itself and the user, and then selects actions that are mutually beneficial. During training, we introduce a mutual welfare reward that reinforces cooperative responses, aligning model behavior with socially efficient outcomes. In addition, we introduce an inference technique that leverages game-theoretic reasoning to dynamically adapt LLM's response when pricing policies of LLM service change. Extensive experiments demonstrate that GTAlign substantially improves reasoning efficiency, answer quality, and mutual welfare compared to baselines across diverse tasks. The code is available at https://github.com/ulab-uiuc/GTAlign .

HardcoreLogic: Challenging Large Reasoning Models with Long-tail Logic Puzzle Games

Large Reasoning Models (LRMs) have demonstrated impressive performance on complex tasks, including logical puzzle games that require deriving solutions satisfying all constraints. However, whether they can flexibly apply appropriate rules to varying conditions, particularly when faced with non-canonical game variants, remains an open question. Existing corpora focus on popular puzzles like 9x9 Sudoku, risking overfitting to canonical formats and memorization of solution patterns, which can mask deficiencies in understanding novel rules or adapting strategies to new variants. To address this, we introduce HardcoreLogic, a challenging benchmark of over 5,000 puzzles across 10 games, designed to test the robustness of LRMs on the "long-tail" of logical games. HardcoreLogic systematically transforms canonical puzzles through three dimensions: Increased Complexity (IC), Uncommon Elements (UE), and Unsolvable Puzzles (UP), reducing reliance on shortcut memorization. Evaluations on a diverse set of LRMs reveal significant performance drops, even for models achieving top scores on existing benchmarks, indicating heavy reliance on memorized stereotypes. While increased complexity is the dominant source of difficulty, models also struggle with subtle rule variations that do not necessarily increase puzzle difficulty. Our systematic error analysis on solvable and unsolvable puzzles further highlights gaps in genuine reasoning. Overall, HardcoreLogic exposes the limitations of current LRMs and establishes a benchmark for advancing high-level logical reasoning.

  • 8 authors
·
Oct 14

StarCraft II: A New Challenge for Reinforcement Learning

This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.

  • 25 authors
·
Aug 16, 2017

Improving Language Model Negotiation with Self-Play and In-Context Learning from AI Feedback

We study whether multiple large language models (LLMs) can autonomously improve each other in a negotiation game by playing, reflecting, and criticizing. We are interested in this question because if LLMs were able to improve each other, it would imply the possibility of creating strong AI agents with minimal human intervention. We ask two LLMs to negotiate with each other, playing the roles of a buyer and a seller, respectively. They aim to reach a deal with the buyer targeting a lower price and the seller a higher one. A third language model, playing the critic, provides feedback to a player to improve the player's negotiation strategies. We let the two agents play multiple rounds, using previous negotiation history and AI feedback as in-context demonstrations to improve the model's negotiation strategy iteratively. We use different LLMs (GPT and Claude) for different roles and use the deal price as the evaluation metric. Our experiments reveal multiple intriguing findings: (1) Only a subset of the language models we consider can self-play and improve the deal price from AI feedback, weaker models either do not understand the game's rules or cannot incorporate AI feedback for further improvement. (2) Models' abilities to learn from the feedback differ when playing different roles. For example, it is harder for Claude-instant to improve as the buyer than as the seller. (3) When unrolling the game to multiple rounds, stronger agents can consistently improve their performance by meaningfully using previous experiences and iterative AI feedback, yet have a higher risk of breaking the deal. We hope our work provides insightful initial explorations of having models autonomously improve each other with game playing and AI feedback.

  • 4 authors
·
May 17, 2023

GLEE: A Unified Framework and Benchmark for Language-based Economic Environments

Large Language Models (LLMs) show significant potential in economic and strategic interactions, where communication via natural language is often prevalent. This raises key questions: Do LLMs behave rationally? Can they mimic human behavior? Do they tend to reach an efficient and fair outcome? What is the role of natural language in the strategic interaction? How do characteristics of the economic environment influence these dynamics? These questions become crucial concerning the economic and societal implications of integrating LLM-based agents into real-world data-driven systems, such as online retail platforms and recommender systems. While the ML community has been exploring the potential of LLMs in such multi-agent setups, varying assumptions, design choices and evaluation criteria across studies make it difficult to draw robust and meaningful conclusions. To address this, we introduce a benchmark for standardizing research on two-player, sequential, language-based games. Inspired by the economic literature, we define three base families of games with consistent parameterization, degrees of freedom and economic measures to evaluate agents' performance (self-gain), as well as the game outcome (efficiency and fairness). We develop an open-source framework for interaction simulation and analysis, and utilize it to collect a dataset of LLM vs. LLM interactions across numerous game configurations and an additional dataset of human vs. LLM interactions. Through extensive experimentation, we demonstrate how our framework and dataset can be used to: (i) compare the behavior of LLM-based agents to human players in various economic contexts; (ii) evaluate agents in both individual and collective performance measures; and (iii) quantify the effect of the economic characteristics of the environments on the behavior of agents.

  • 6 authors
·
Oct 7, 2024 2

Video-Text as Game Players: Hierarchical Banzhaf Interaction for Cross-Modal Representation Learning

Contrastive learning-based video-language representation learning approaches, e.g., CLIP, have achieved outstanding performance, which pursue semantic interaction upon pre-defined video-text pairs. To clarify this coarse-grained global interaction and move a step further, we have to encounter challenging shell-breaking interactions for fine-grained cross-modal learning. In this paper, we creatively model video-text as game players with multivariate cooperative game theory to wisely handle the uncertainty during fine-grained semantic interaction with diverse granularity, flexible combination, and vague intensity. Concretely, we propose Hierarchical Banzhaf Interaction (HBI) to value possible correspondence between video frames and text words for sensitive and explainable cross-modal contrast. To efficiently realize the cooperative game of multiple video frames and multiple text words, the proposed method clusters the original video frames (text words) and computes the Banzhaf Interaction between the merged tokens. By stacking token merge modules, we achieve cooperative games at different semantic levels. Extensive experiments on commonly used text-video retrieval and video-question answering benchmarks with superior performances justify the efficacy of our HBI. More encouragingly, it can also serve as a visualization tool to promote the understanding of cross-modal interaction, which have a far-reaching impact on the community. Project page is available at https://jpthu17.github.io/HBI/.

  • 8 authors
·
Mar 25, 2023

ChessVision -- A Dataset for Logically Coherent Multi-label Classification

Starting with early successes in computer vision tasks, deep learning based techniques have since overtaken state of the art approaches in a multitude of domains. However, it has been demonstrated time and again that these techniques fail to capture semantic context and logical constraints, instead often relying on spurious correlations to arrive at the answer. Since application of deep learning techniques to critical scenarios are dependent on adherence to domain specific constraints, several attempts have been made to address this issue. One limitation holding back a thorough exploration of this area, is a lack of suitable datasets which feature a rich set of rules. In order to address this, we present the ChessVision Dataset, consisting of 200,000+ images of annotated chess games in progress, requiring recreation of the game state from its corresponding image. This is accompanied by a curated set of rules which constrains the set of predictions to "reasonable" game states, and are designed to probe key semantic abilities like localization and enumeration. Alongside standard metrics, additional metrics to measure performance with regards to logical consistency is presented. We analyze several popular and state of the art vision models on this task, and show that, although their performance on standard metrics are laudable, they produce a plethora of incoherent results, indicating that this dataset presents a significant challenge for future works.

  • 2 authors
·
Nov 21, 2023

Game-theoretic LLM: Agent Workflow for Negotiation Games

This paper investigates the rationality of large language models (LLMs) in strategic decision-making contexts, specifically within the framework of game theory. We evaluate several state-of-the-art LLMs across a spectrum of complete-information and incomplete-information games. Our findings reveal that LLMs frequently deviate from rational strategies, particularly as the complexity of the game increases with larger payoff matrices or deeper sequential trees. To address these limitations, we design multiple game-theoretic workflows that guide the reasoning and decision-making processes of LLMs. These workflows aim to enhance the models' ability to compute Nash Equilibria and make rational choices, even under conditions of uncertainty and incomplete information. Experimental results demonstrate that the adoption of these workflows significantly improves the rationality and robustness of LLMs in game-theoretic tasks. Specifically, with the workflow, LLMs exhibit marked improvements in identifying optimal strategies, achieving near-optimal allocations in negotiation scenarios, and reducing susceptibility to exploitation during negotiations. Furthermore, we explore the meta-strategic considerations of whether it is rational for agents to adopt such workflows, recognizing that the decision to use or forgo the workflow constitutes a game-theoretic issue in itself. Our research contributes to a deeper understanding of LLMs' decision-making capabilities in strategic contexts and provides insights into enhancing their rationality through structured workflows. The findings have implications for the development of more robust and strategically sound AI agents capable of navigating complex interactive environments. Code and data supporting this study are available at https://github.com/Wenyueh/game_theory.

  • 12 authors
·
Nov 8, 2024 2

The Consensus Game: Language Model Generation via Equilibrium Search

When applied to question answering and other text generation tasks, language models (LMs) may be queried generatively (by sampling answers from their output distribution) or discriminatively (by using them to score or rank a set of candidate outputs). These procedures sometimes yield very different predictions. How do we reconcile mutually incompatible scoring procedures to obtain coherent LM predictions? We introduce a new, a training-free, game-theoretic procedure for language model decoding. Our approach casts language model decoding as a regularized imperfect-information sequential signaling game - which we term the CONSENSUS GAME - in which a GENERATOR seeks to communicate an abstract correctness parameter using natural language sentences to a DISCRIMINATOR. We develop computational procedures for finding approximate equilibria of this game, resulting in a decoding algorithm we call EQUILIBRIUM-RANKING. Applied to a large number of tasks (including reading comprehension, commonsense reasoning, mathematical problem-solving, and dialog), EQUILIBRIUM-RANKING consistently, and sometimes substantially, improves performance over existing LM decoding procedures - on multiple benchmarks, we observe that applying EQUILIBRIUM-RANKING to LLaMA-7B outperforms the much larger LLaMA-65B and PaLM-540B models. These results highlight the promise of game-theoretic tools for addressing fundamental challenges of truthfulness and consistency in LMs.

  • 4 authors
·
Oct 13, 2023 3

VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation

Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.

  • 6 authors
·
Nov 18, 2024

Mastering Board Games by External and Internal Planning with Language Models

While large language models perform well on a range of complex tasks (e.g., text generation, question answering, summarization), robust multi-step planning and reasoning remains a considerable challenge for them. In this paper we show that search-based planning can significantly improve LLMs' playing strength across several board games (Chess, Fischer Random / Chess960, Connect Four, and Hex). We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external engine, and in internal search, the model directly generates in-context a linearized tree of potential futures and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, capturing the transition and value functions across these games. We find that our pre-training method minimizes hallucinations, as our model is highly accurate regarding state prediction and legal moves. Additionally, both internal and external search indeed improve win-rates against state-of-the-art bots, even reaching Grandmaster-level performance in chess while operating on a similar move count search budget per decision as human Grandmasters. The way we combine search with domain knowledge is not specific to board games, suggesting direct extensions into more general language model inference and training techniques.

  • 16 authors
·
Dec 2, 2024

Beyond Survival: Evaluating LLMs in Social Deduction Games with Human-Aligned Strategies

Social deduction games like Werewolf combine language, reasoning, and strategy, providing a testbed for studying natural language and social intelligence. However, most studies reduce the game to LLM-based self-play, yielding templated utterances and anecdotal cases that overlook the richness of social gameplay. Evaluation further relies on coarse metrics such as survival time or subjective scoring due to the lack of quality reference data. To address these gaps, we curate a high-quality, human-verified multimodal Werewolf dataset containing over 100 hours of video, 32.4M utterance tokens, and 15 rule variants. Based on this dataset, we propose a novel strategy-alignment evaluation that leverages the winning faction's strategies as ground truth in two stages: 1) Speech evaluation, formulated as multiple-choice-style tasks that assess whether the model can adopt appropriate stances across five dimensions of social ability; and 2) Decision evaluation, which assesses the model's voting choices and opponent-role inferences. This framework enables a fine-grained evaluation of models' linguistic and reasoning capabilities, while capturing their ability to generate strategically coherent gameplay. Our experiments show that state-of-the-art LLMs show diverse performance, with roughly half remain below 0.50, revealing clear gaps in deception and counterfactual reasoning. We hope our dataset further inspires research on language, reasoning, and strategy in multi-agent interaction.

  • 10 authors
·
Oct 13

Playing repeated games with Large Language Models

Large Language Models (LLMs) are transforming society and permeating into diverse applications. As a result, LLMs will frequently interact with us and other agents. It is, therefore, of great societal value to understand how LLMs behave in interactive social settings. Here, we propose to use behavioral game theory to study LLM's cooperation and coordination behavior. To do so, we let different LLMs (GPT-3, GPT-3.5, and GPT-4) play finitely repeated games with each other and with other, human-like strategies. Our results show that LLMs generally perform well in such tasks and also uncover persistent behavioral signatures. In a large set of two players-two strategies games, we find that LLMs are particularly good at games where valuing their own self-interest pays off, like the iterated Prisoner's Dilemma family. However, they behave sub-optimally in games that require coordination. We, therefore, further focus on two games from these distinct families. In the canonical iterated Prisoner's Dilemma, we find that GPT-4 acts particularly unforgivingly, always defecting after another agent has defected only once. In the Battle of the Sexes, we find that GPT-4 cannot match the behavior of the simple convention to alternate between options. We verify that these behavioral signatures are stable across robustness checks. Finally, we show how GPT-4's behavior can be modified by providing further information about the other player as well as by asking it to predict the other player's actions before making a choice. These results enrich our understanding of LLM's social behavior and pave the way for a behavioral game theory for machines.

  • 6 authors
·
May 26, 2023

Suspicion-Agent: Playing Imperfect Information Games with Theory of Mind Aware GPT4

Unlike perfect information games, where all elements are known to every player, imperfect information games emulate the real-world complexities of decision-making under uncertain or incomplete information. GPT-4, the recent breakthrough in large language models (LLMs) trained on massive passive data, is notable for its knowledge retrieval and reasoning abilities. This paper delves into the applicability of GPT-4's learned knowledge for imperfect information games. To achieve this, we introduce Suspicion-Agent, an innovative agent that leverages GPT-4's capabilities for performing in imperfect information games. With proper prompt engineering to achieve different functions, Suspicion-Agent based on GPT-4 demonstrates remarkable adaptability across a range of imperfect information card games. Importantly, GPT-4 displays a strong high-order theory of mind (ToM) capacity, meaning it can understand others and intentionally impact others' behavior. Leveraging this, we design a planning strategy that enables GPT-4 to competently play against different opponents, adapting its gameplay style as needed, while requiring only the game rules and descriptions of observations as input. In the experiments, we qualitatively showcase the capabilities of Suspicion-Agent across three different imperfect information games and then quantitatively evaluate it in Leduc Hold'em. The results show that Suspicion-Agent can potentially outperform traditional algorithms designed for imperfect information games, without any specialized training or examples. In order to encourage and foster deeper insights within the community, we make our game-related data publicly available.

  • 6 authors
·
Sep 29, 2023

SPRING: GPT-4 Out-performs RL Algorithms by Studying Papers and Reasoning

Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.

  • 8 authors
·
May 24, 2023

Solving Football by Exploiting Equilibrium Structure of 2p0s Differential Games with One-Sided Information

For a two-player imperfect-information extensive-form game (IIEFG) with K time steps and a player action space of size U, the game tree complexity is U^{2K}, causing existing IIEFG solvers to struggle with large or infinite (U,K), e.g., differential games with continuous action spaces. To partially address this scalability challenge, we focus on an important class of 2p0s games where the informed player (P1) knows the payoff while the uninformed player (P2) only has a belief over the set of I possible payoffs. Such games encompass a wide range of scenarios in sports, defense, cybersecurity, and finance. We prove that under mild conditions, P1's (resp. P2's) equilibrium strategy at any infostate concentrates on at most I (resp. I+1) action prototypes. When Ill U, this equilibrium structure causes the game tree complexity to collapse to I^K for P1 when P2 plays pure best responses, and (I+1)^K for P2 in a dual game where P1 plays pure best responses. We then show that exploiting this structure in standard learning modes, i.e., model-free multiagent reinforcement learning and model predictive control, is straightforward, leading to significant improvements in learning accuracy and efficiency from SOTA IIEFG solvers. Our demonstration solves a 22-player football game (K=10, U=infty) where the attacking team has to strategically conceal their intention until a critical moment in order to exploit information advantage. Code is available at https://github.com/ghimiremukesh/cams/tree/iclr

  • 4 authors
·
Feb 1

The Entity-Deduction Arena: A playground for probing the conversational reasoning and planning capabilities of LLMs

Large language models (LLMs) are effective at answering questions that are clearly asked. However, when faced with ambiguous queries they can act unpredictably and produce incorrect outputs. This underscores the need for the development of intelligent agents capable of asking clarification questions to resolve ambiguities effectively. This capability requires complex understanding, state tracking, reasoning and planning over multiple conversational turns. However, directly measuring this can be challenging. In this paper, we offer a surrogate problem which assesses an LLMs's capability to deduce an entity unknown to itself, but revealed to a judge, by asking the judge a series of queries. This entity-deducing game can serve as an evaluation framework to probe the conversational reasoning and planning capabilities of language models. We systematically evaluate various LLMs and discover significant differences in their performance on this task. We find that strong LLMs like GPT-4 outperform human players by a large margin. We further employ Behavior Cloning (BC) to examine whether a weaker model is capable of imitating a stronger model and generalizing to data or domains, using only the demonstrations from a stronger model. We finally propose to use Reinforcement Learning to enhance reasoning and planning capacity of Vicuna models through episodes of game playing, which lead to significant performance improvement. We hope that this problem offers insights into how autonomous agents could be trained to behave more intelligently in ambiguous circumstances.

  • 3 authors
·
Oct 2, 2023

Can Large Language Models Master Complex Card Games?

Complex games have long been an important benchmark for testing the progress of artificial intelligence algorithms. AlphaGo, AlphaZero, and MuZero have defeated top human players in Go and Chess, garnering widespread societal attention towards artificial intelligence. Concurrently, large language models (LLMs) have exhibited remarkable capabilities across various tasks, raising the question of whether LLMs can achieve similar success in complex games. In this paper, we explore the potential of LLMs in mastering complex card games. We systematically assess the learning capabilities of LLMs across eight diverse card games, evaluating the impact of fine-tuning on high-quality gameplay data, and examining the models' ability to retain general capabilities while mastering these games. Our findings indicate that: (1) LLMs can approach the performance of strong game AIs through supervised fine-tuning on high-quality data, (2) LLMs can achieve a certain level of proficiency in multiple complex card games simultaneously, with performance augmentation for games with similar rules and conflicts for dissimilar ones, and (3) LLMs experience a decline in general capabilities when mastering complex games, but this decline can be mitigated by integrating a certain amount of general instruction data. The evaluation results demonstrate strong learning ability and versatility of LLMs. The code is available at https://github.com/THUDM/LLM4CardGame

  • 7 authors
·
Sep 1

LogicGame: Benchmarking Rule-Based Reasoning Abilities of Large Language Models

Large Language Models (LLMs) have demonstrated notable capabilities across various tasks, showcasing complex problem-solving abilities. Understanding and executing complex rules, along with multi-step planning, are fundamental to logical reasoning and critical for practical LLM agents and decision-making systems. However, evaluating LLMs as effective rule-based executors and planners remains underexplored. In this paper, we introduce LogicGame, a novel benchmark designed to evaluate the comprehensive rule understanding, execution, and planning capabilities of LLMs. Unlike traditional benchmarks, LogicGame provides diverse games that contain a series of rules with an initial state, requiring models to comprehend and apply predefined regulations to solve problems. We create simulated scenarios in which models execute or plan operations to achieve specific outcomes. These game scenarios are specifically designed to distinguish logical reasoning from mere knowledge by relying exclusively on predefined rules. This separation allows for a pure assessment of rule-based reasoning capabilities. The evaluation considers not only final outcomes but also intermediate steps, providing a comprehensive assessment of model performance. Moreover, these intermediate steps are deterministic and can be automatically verified. LogicGame defines game scenarios with varying difficulty levels, from simple rule applications to complex reasoning chains, in order to offer a precise evaluation of model performance on rule understanding and multi-step execution. Utilizing LogicGame, we test various LLMs and identify notable shortcomings in their rule-based logical reasoning abilities.

  • 9 authors
·
Aug 28, 2024

Unbounded: A Generative Infinite Game of Character Life Simulation

We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.

  • 8 authors
·
Oct 24, 2024 2

An analytical framework for the Levine hats problem: new strategies, bounds and generalizations

We study the Levine hat problem, a classic combinatorial puzzle introduced by Lionel Levine in 2010. This problem involves a game in which n geq 2 players, each seeing an infinite stack of hats on each of their teammates' heads but not on their own, must simultaneously guess the index of a black hat on their own stack. If one of the players fails to do so, the team loses collectively. The players must therefore come up with a good strategy before the game starts. While the optimal winning probability V_{n} remains unknown even for n=2, we make three key advances. First, we develop a novel geometric framework for representing strategies through measurable functions, providing a new expression of V_{n} and a unified treatment of the game for finite and for infinite stacks via integral formulations. Secondly, we construct a new strategy K_{5} that reaches the conjectured optimal probability of victory : 0.35. We also show that K_{5} is part of a larger class of strategies that allow us to improve current bounds and resolve conjectured inequalities. Finally, we introduce and entirely solve a continuous generalization of the problem, demonstrating that extending to uncountable hat stacks increases the optimal winning probability to exactly 1/2. This generalization naturally leads to a broader and smoother strategic framework, within which we also describe how to compute optimal responses to a range of strategies.

  • 5 authors
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Aug 3

Dynamic population-based meta-learning for multi-agent communication with natural language

In this work, our goal is to train agents that can coordinate with seen, unseen as well as human partners in a multi-agent communication environment involving natural language. Previous work using a single set of agents has shown great progress in generalizing to known partners, however it struggles when coordinating with unfamiliar agents. To mitigate that, recent work explored the use of population-based approaches, where multiple agents interact with each other with the goal of learning more generic protocols. These methods, while able to result in good coordination between unseen partners, still only achieve so in cases of simple languages, thus failing to adapt to human partners using natural language. We attribute this to the use of static populations and instead propose a dynamic population-based meta-learning approach that builds such a population in an iterative manner. We perform a holistic evaluation of our method on two different referential games, and show that our agents outperform all prior work when communicating with seen partners and humans. Furthermore, we analyze the natural language generation skills of our agents, where we find that our agents also outperform strong baselines. Finally, we test the robustness of our agents when communicating with out-of-population agents and carefully test the importance of each component of our method through ablation studies.

  • 3 authors
·
Oct 27, 2021

BoardgameQA: A Dataset for Natural Language Reasoning with Contradictory Information

Automated reasoning with unstructured natural text is a key requirement for many potential applications of NLP and for developing robust AI systems. Recently, Language Models (LMs) have demonstrated complex reasoning capacities even without any finetuning. However, existing evaluation for automated reasoning assumes access to a consistent and coherent set of information over which models reason. When reasoning in the real-world, the available information is frequently inconsistent or contradictory, and therefore models need to be equipped with a strategy to resolve such conflicts when they arise. One widely-applicable way of resolving conflicts is to impose preferences over information sources (e.g., based on source credibility or information recency) and adopt the source with higher preference. In this paper, we formulate the problem of reasoning with contradictory information guided by preferences over sources as the classical problem of defeasible reasoning, and develop a dataset called BoardgameQA for measuring the reasoning capacity of LMs in this setting. BoardgameQA also incorporates reasoning with implicit background knowledge, to better reflect reasoning problems in downstream applications. We benchmark various LMs on BoardgameQA and the results reveal a significant gap in the reasoning capacity of state-of-the-art LMs on this problem, showing that reasoning with conflicting information does not surface out-of-the-box in LMs. While performance can be improved with finetuning, it nevertheless remains poor.

  • 7 authors
·
Jun 13, 2023

Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain

Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience.

  • 15 authors
·
Jan 28, 2024

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

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.

  • 5 authors
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Feb 7

SPIRAL: Self-Play on Zero-Sum Games Incentivizes Reasoning via Multi-Agent Multi-Turn Reinforcement Learning

Recent advances in reinforcement learning have shown that language models can develop sophisticated reasoning through training on tasks with verifiable rewards, but these approaches depend on human-curated problem-answer pairs and domain-specific reward engineering. We introduce SPIRAL, a self-play framework where models learn by playing multi-turn, zero-sum games against continuously improving versions of themselves, eliminating the need for human supervision. Through self-play, SPIRAL generates an infinite curriculum of progressively challenging problems as models must constantly adapt to stronger opponents. To enable this self-play training at scale, We implement a fully online, multi-turn, multi-agent reinforcement learning system for LLMs and propose role-conditioned advantage estimation (RAE) to stabilize multi-agent training. Using SPIRAL, self-play on zero-sum games produces reasoning capabilities that transfer broadly. Training Qwen3-4B-Base on Kuhn Poker alone achieves 8.6% improvement on math and 8.4% on general reasoning, outperforming SFT on 25,000 expert game trajectories. Analysis reveals that this transfer occurs through three cognitive patterns: systematic decomposition, expected value calculation, and case-by-case analysis. Multi-game training (TicTacToe, Kuhn Poker, Simple Negotiation) further enhances performance as each game develops distinct reasoning strengths. Applying SPIRAL to a strong reasoning model (DeepSeek-R1-Distill-Qwen-7B) can still lead to 2.0% average improvement. These results demonstrate that zero-sum games naturally develop transferable reasoning capabilities, highlighting a promising direction for autonomous reasoning development.

  • 12 authors
·
Jun 30 5

Multiplayer Nash Preference Optimization

Reinforcement learning from human feedback (RLHF) has emerged as the standard paradigm for aligning large language models (LLMs) with human preferences. However, reward-based methods built on the Bradley-Terry assumption struggle to capture the non-transitive and heterogeneous nature of real-world preferences. To address this, recent studies have reframed alignment as a two-player Nash game, giving rise to Nash learning from human feedback (NLHF). While this perspective has inspired algorithms such as INPO, ONPO, and EGPO with strong theoretical and empirical guarantees, they remain fundamentally restricted to two-player interactions, creating a single-opponent bias that fails to capture the full complexity of realistic preference structures. In this work, we introduce Multiplayer Nash Preference Optimization (MNPO), a novel framework that generalizes NLHF to the multiplayer regime. It formulates alignment as an n-player game, where each policy competes against a population of opponents while being regularized toward a reference model. Our framework establishes well-defined Nash equilibria in multiplayer settings and extends the concept of duality gap to quantify approximation quality. We demonstrate that MNPO inherits the equilibrium guarantees of two-player methods while enabling richer competitive dynamics and improved coverage of diverse preference structures. Through comprehensive empirical evaluation, we show that MNPO consistently outperforms existing NLHF baselines on instruction-following benchmarks, achieving superior alignment quality under heterogeneous annotator conditions and mixed-policy evaluation scenarios. Together, these results establish MNPO as a principled and scalable framework for aligning LLMs with complex, non-transitive human preferences. Code is available at https://github.com/smiles724/MNPO.

stanfordnlp Stanford NLP
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Sep 27 2

Aligning Superhuman AI with Human Behavior: Chess as a Model System

As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems approach problems are often different from the ways people do, and thus may be uninterpretable and hard to learn from. A crucial step in bridging this gap between human and artificial intelligence is modeling the granular actions that constitute human behavior, rather than simply matching aggregate human performance. We pursue this goal in a model system with a long history in artificial intelligence: chess. The aggregate performance of a chess player unfolds as they make decisions over the course of a game. The hundreds of millions of games played online by players at every skill level form a rich source of data in which these decisions, and their exact context, are recorded in minute detail. Applying existing chess engines to this data, including an open-source implementation of AlphaZero, we find that they do not predict human moves well. We develop and introduce Maia, a customized version of Alpha-Zero trained on human chess games, that predicts human moves at a much higher accuracy than existing engines, and can achieve maximum accuracy when predicting decisions made by players at a specific skill level in a tuneable way. For a dual task of predicting whether a human will make a large mistake on the next move, we develop a deep neural network that significantly outperforms competitive baselines. Taken together, our results suggest that there is substantial promise in designing artificial intelligence systems with human collaboration in mind by first accurately modeling granular human decision-making.

  • 4 authors
·
Jun 2, 2020

Communication and Verification in LLM Agents towards Collaboration under Information Asymmetry

While Large Language Model (LLM) agents are often approached from the angle of action planning/generation to accomplish a goal (e.g., given by language descriptions), their abilities to collaborate with each other to achieve a joint goal are not well explored. To address this limitation, this paper studies LLM agents in task collaboration, particularly under the condition of information asymmetry, where agents have disparities in their knowledge and skills and need to work together to complete a shared task. We extend Einstein Puzzles, a classical symbolic puzzle, to a table-top game. In this game, two LLM agents must reason, communicate, and act to satisfy spatial and relational constraints required to solve the puzzle. We apply a fine-tuning-plus-verifier framework in which LLM agents are equipped with various communication strategies and verification signals from the environment. Empirical results highlight the critical importance of aligned communication, especially when agents possess both information-seeking and -providing capabilities. Interestingly, agents without communication can still achieve high task performance; however, further analysis reveals a lack of true rule understanding and lower trust from human evaluators. Instead, by integrating an environment-based verifier, we enhance agents' ability to comprehend task rules and complete tasks, promoting both safer and more interpretable collaboration in AI systems. https://github.com/Roihn/EinsteinPuzzles

  • 8 authors
·
Oct 29

Cogito, Ergo Ludo: An Agent that Learns to Play by Reasoning and Planning

The pursuit of artificial agents that can learn to master complex environments has led to remarkable successes, yet prevailing deep reinforcement learning methods often rely on immense experience, encoding their knowledge opaquely within neural network weights. We propose a different paradigm, one in which an agent learns to play by reasoning and planning. We introduce Cogito, ergo ludo (CEL), a novel agent architecture that leverages a Large Language Model (LLM) to build an explicit, language-based understanding of its environment's mechanics and its own strategy. Starting from a tabula rasa state with no prior knowledge (except action set), CEL operates on a cycle of interaction and reflection. After each episode, the agent analyzes its complete trajectory to perform two concurrent learning processes: Rule Induction, where it refines its explicit model of the environment's dynamics, and Strategy and Playbook Summarization, where it distills experiences into an actionable strategic playbook. We evaluate CEL on diverse grid-world tasks (i.e., Minesweeper, Frozen Lake, and Sokoban), and show that the CEL agent successfully learns to master these games by autonomously discovering their rules and developing effective policies from sparse rewards. Ablation studies confirm that the iterative process is critical for sustained learning. Our work demonstrates a path toward more general and interpretable agents that not only act effectively but also build a transparent and improving model of their world through explicit reasoning on raw experience.

tencent Tencent
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Sep 29 2

The MineRL BASALT Competition on Learning from Human Feedback

The last decade has seen a significant increase of interest in deep learning research, with many public successes that have demonstrated its potential. As such, these systems are now being incorporated into commercial products. With this comes an additional challenge: how can we build AI systems that solve tasks where there is not a crisp, well-defined specification? While multiple solutions have been proposed, in this competition we focus on one in particular: learning from human feedback. Rather than training AI systems using a predefined reward function or using a labeled dataset with a predefined set of categories, we instead train the AI system using a learning signal derived from some form of human feedback, which can evolve over time as the understanding of the task changes, or as the capabilities of the AI system improve. The MineRL BASALT competition aims to spur forward research on this important class of techniques. We design a suite of four tasks in Minecraft for which we expect it will be hard to write down hardcoded reward functions. These tasks are defined by a paragraph of natural language: for example, "create a waterfall and take a scenic picture of it", with additional clarifying details. Participants must train a separate agent for each task, using any method they want. Agents are then evaluated by humans who have read the task description. To help participants get started, we provide a dataset of human demonstrations on each of the four tasks, as well as an imitation learning baseline that leverages these demonstrations. Our hope is that this competition will improve our ability to build AI systems that do what their designers intend them to do, even when the intent cannot be easily formalized. Besides allowing AI to solve more tasks, this can also enable more effective regulation of AI systems, as well as making progress on the value alignment problem.

  • 13 authors
·
Jul 5, 2021