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

ICML 2025 · Multi-agent systems and games › LLM agents · approach: LLM multi-agent decision making · 0 citations (OpenAlex)

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Proposes LSPO, an iterative loop that clusters LLM-generated Werewolf discussion utterances into a finite latent strategy space, solves the abstracted game with Deep CFR, and aligns the LLM to the resulting policy with DPO, improving Werewolf win rates over four baselines.

Problem

LLM agents in free-form strategic language games like Werewolf suffer from intrinsic bias in action distributions and limited exploration of the unbounded text action space, which makes game-theoretic solvers computationally infeasible on raw language actions.

Approach

Cluster free-form discussion utterances into a finite set of latent strategies via embeddings and k-means, reformulate the game as an extensive-form game over these latent strategies, solve it with (Deep) CFR to remove action bias, then DPO-fine-tune the LLM toward the learned policy and regenerate/expand the latent space in each iteration.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
iterate LSPO from iteration 1 to iteration 3LSPO · Werewolf, Werewolf sidewin rate: 0.54 \pm 0.13 -> 0.73 \pm 0.11Helped
iterate LSPO from iteration 1 to iteration 3LSPO · Werewolf, Village sidewin rate: 0.18 \pm 0.09 -> 0.27 \pm 0.11Helped
use LSPO instead of SLAWerewolf agents · Werewolf, overallwin rate: 0.47 \pm 0.10 -> 0.50 \pm 0.11Helped
add DPO fine-tuning (ablation)LSPO · Werewolf, Iter. 1, Village sidewin rate: 0.15 \pm 0.09 -> 0.18 \pm 0.09Helped
add DPO fine-tuning (ablation)LSPO · Werewolf, Iter. 1, Werewolf sidewin rate: 0.47 \pm 0.14 -> 0.54 \pm 0.13Helped
add latent-space policy optimization (ablation)LSPO · Werewolf, Iter. 1, Village sidewin rate: 0.12 \pm 0.07 -> 0.18 \pm 0.09Helped
add latent-space policy optimization (ablation)LSPO · Werewolf, Iter. 1, Werewolf sidewin rate: 0.38 \pm 0.16 -> 0.54 \pm 0.13Helped
increase initial cluster count from k=1 to k=3 (ablation)LSPO · Four-player Werewolf, Iter. 1Werewolf win rate: 0.13 \pm 0.06 -> 0.23 \pm 0.09Helped
vary initial cluster count from k=1 to k=3 (ablation)LSPO · Four-player Werewolf, Iter. 3Werewolf win rate: 0.24 \pm 0.11; 0.25 \pm 0.08; 0.25 \pm 0.07No clear effect
vary DPO beta among the tested settings (ablation)LSPO · Four-player WerewolfWerewolf win rateNo clear effect

Surprising findings

Limitations

Experimental setup

Datasets: self-play Werewolf game trajectories

Benchmarks: Werewolf (7-player) Rock-Paper-Scissors-Spock-Lizard

Metrics: win rate prediction accuracy exploitability action distribution

Baselines: ReAct ReCon Cicero-like agent Strategic Language Agent (SLA) w/o Fine-Tuning w/o Policy Learning

Builds on: Counterfactual Regret Minimization Deep CFR Direct Preference Optimization ReAct Strategic Language Agent

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