Research map / Multi-agent systems and games / Games and equilibria
Multi-agent KTO: Enhancing Strategic Interactions of Large Language Model in Language Game
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Proposes Multi-agent KTO (MaKTO), training LLMs for the Werewolf social deduction game via behavior cloning on expert annotated data followed by KTO on stepwise-selected preference data from multi-agent gameplay.
Problem
Language agents in social deduction games like Werewolf typically separate language generation from strategic decision-making, and win/loss outcomes are too coarse to judge individual actions; paired preference data is hard to obtain in multi-agent dialogue.
Approach
Use KTO (unpaired preference learning) on stepwise desirable/unacceptable actions and speeches, selected via heuristic rules, staged voting outcomes, and GPT-4o verification, collected from diverse multi-agent gameplay rather than self-play, after SFT on expert chain-of-thought data.
Key results
- MaKTO-72b achieved a 61% average win rate across head-to-head Seer-Witch-Guard games, outperforming GPT-4o and the two-stage Mix agent by relative improvements of 23.0% and 10.9%.
- MaKTO-72b won 60% of 20 head-to-head games against 14 expert human players (in a limited-sample setting).
- Human detection accuracy of MaKTO-72b was 48.9%, versus 76.6% for GPT-4o.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| apply MaKTO training to Qwen2.5-72b-instruct | Qwen2.5-72b-instruct · 9-player Seer-Witch-Guard | average win rate: 0.496 -> 0.610 | Helped |
| apply MaKTO training to Qwen2.5-72b-instruct | Qwen2.5-72b-instruct · Human-AI head-to-head, 9-player Seer-Witch-Guard | win rate: 60% | Helped |
| apply MaKTO training to Qwen2.5-72b-instruct | Qwen2.5-72b-instruct · Turing-style detectability test | detection accuracy: 76.6% -> 48.9% | Helped |
| apply MaKTO training to Qwen2.5-72b-instruct | Qwen2.5-72b-instruct · Human-annotated test set | voting accuracy: 66.5% -> 73.8% | Helped |
| apply MaKTO training to Qwen2.5-72b-instruct | Qwen2.5-72b-instruct · 9-player Seer-Witch-Hunter | average win rate: 0.507 -> 0.563 | Helped |
| replace multi-agent gameplay with self-play (ablation) | 14B MaKTO · 9-player Seer-Witch-Guard | average win rate: 0.534 -> 0.483 | Hurt |
| replace actual gameplay with annotated data only (ablation) | 14B MaKTO · 9-player Seer-Witch-Guard | average win rate: 0.534 -> 0.374 | Hurt |
| select preference data by trajectory outcomes instead of stepwise actions (ablation) | 14B MaKTO · 9-player Seer-Witch-Guard | average win rate: 0.545 -> 0.458 | Hurt |
Surprising findings
- Preference data built only from annotations without actual gameplay reduced average win rate by 13%.
- Trajectory-level win/loss selection performed worse than stepwise action selection for KTO training.
Limitations
- Relies on turn-based conversation rather than free-form multi-agent communication.
- Hallucinations and inconsistent behavior over long conversations.
- Offline method; online multi-agent RL not explored.
Experimental setup
Datasets: expert-annotated Werewolf gameplay dataset (331 games) game terminology and strategy guides
Benchmarks: 9-player Seer-Witch-Guard Werewolf tournament 9-player Seer-Witch-Hunter generalization tournament human-AI Werewolf games Turing-style detectability test
Metrics: win rate TrueSkill rating voting accuracy abstention rate side alignment accuracy wolf-prediction F1 human detection accuracy
Baselines: GPT-4o GPT-4o-mini Claude-3.5-Sonnet Mix agent SFT-72b Self-play KTO
Builds on: KTO DPO TrueSkill
Closest papers by meaning
- Language Agents with Reinforcement Learning for Strategic Play in the Werewolf Game (ICML 2024 · similarity 0.93)
- Learning Strategic Language Agents in the Werewolf Game with Iterative Latent Space Policy Optimization (ICML 2025 · similarity 0.92)
- Learning to Discuss Strategically: A Case Study on One Night Ultimate Werewolf (NeurIPS 2024 · similarity 0.89)
- MARSHAL: Incentivizing Multi-Agent Reasoning via Self-Play with Strategic LLMs (ICLR 2026 · similarity 0.88)
- $\texttt{Multi}^2$: Hierarchical Multi-Agent Decision-Making with LLM-Based Agents in Interactive Environments (ICML 2026 · similarity 0.87)
- Self-Challenging Language Model Agents (NeurIPS 2025 · similarity 0.87)
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