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Learning to Discuss Strategically: A Case Study on One Night Ultimate Werewolf
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Analyzes One Night Ultimate Werewolf as a multi-phase extensive-form Bayesian game with PBE derivations, then trains an RL discussion-tactic policy (CQL on GPT-4 game logs) that instructs an LLM agent to discuss strategically.
Problem
LLM-based agents in communication games like Werewolf neglect control over discussion tactics, which matter greatly under hidden roles and role-switching uncertainty in One Night Ultimate Werewolf (ONUW).
Approach
Formulate ONUW as a multi-phase extensive-form Bayesian game, prove PBEs for a three-player case with and without discussion, and use an offline RL (CQL) discussion policy over six discretized tactics (honest/deceptive × evidence/accusation/defense) to choose the tactic that LLM agents follow when speaking.
Key results
- In the three-player ONUW game, RL-instructed agents achieve lower NashConv than ReAct and LLM-instructed variants, with the RL discussion policy outperforming direct LLM prompting.
- In the five-player easy and hard settings, the RL-instructed agent achieves the highest Team Village win rate against the same agent versions across both settings (Gemini backend).
- In the standard five-player game as Player 3, the RL-instructed agent outperforms other versions against Gemini- and GPT-4-based agents, sometimes tying GPT-4.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Add an RL-trained discussion policy | LLM-based agents · Three-player ONUW | NashConv | Helped |
| Train the discussion policy with RL instead of prompting the LLM to choose tactics (ablation) | LLM-based agents · Three-player ONUW | NashConv | Helped |
| Add an RL-trained discussion policy | LLM-based agents · Five-player ONUW, easy and hard settings | Team Village win rate | Helped |
| Add an RL-trained discussion policy | LLM-based agents playing as Player 3 · Standard five-player ONUW | Win rate | Helped |
| Add an RL-trained discussion policy | LLM-based agents playing as Player 3 · Standard five-player ONUW | Average votes | Helped |
Surprising findings
- GPT-4-based agents showed higher NashConv than Gemini-based agents because Gemini Werewolves more often both voted for the Robber.
- Performance gains of the discussion policy are smaller for Team Werewolf than for Team Village, attributed to Werewolves' inherently high win rates in the game mechanics.
Limitations
- Discretization of discussion tactics into six manually defined categories relies on game-specific characteristics
- Theoretical analysis covers only a three-player version with two Werewolves and one Robber under simplifying belief assumptions
Experimental setup
Datasets: GPT-4-generated ONUW game logs (five-player)
Benchmarks: three-player ONUW (NashConv) five-player ONUW easy and hard settings (win rates) five-player ONUW standard setting as Player 3 (win rates, average votes)
Metrics: NashConv win rate average votes
Baselines: ReAct ReAct (w.o. discussion) Belief agent (no discussion policy) Random discussion policy LLM-instructed discussion policy
Builds on: ReAct Conservative Q-Learning ChatArena
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