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GameArena: Evaluating LLM Reasoning through Live Computer Games
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Proposes GameArena, a dynamic benchmark that evaluates LLM reasoning through three live human-played games (Akinator, Taboo, Bluffing) and retrospective analysis of step-by-step reasoning outputs.
Problem
Static reasoning benchmarks suffer from contamination and saturation, while Chatbot Arena's preference-based rankings are confounded by style and do not isolate specific reasoning capabilities.
Approach
Embed LLMs in rule-constrained human games so that game outcomes and retrospective intermediate outputs (ranked object/word lists, truthfulness predictions) yield fine-grained procedural metrics for deductive, abductive, inductive, and multi-hop reasoning.
Key results
- Claude 3.5 Sonnet had the highest Akinator recall rate (27.83%) and best Taboo abductive metrics, outperforming GPT-4o in most reasoning metrics.
- 86.9% of GameArena sessions were useful versus only 4% of Chatbot Arena conversations.
- User study with 100 participants: over 70% liked GameArena games versus 45% enjoying Chatbot Arena voting; over 80% reported satisfaction versus under 40% for Chatbot Arena.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use GameArena's interactive Akinator evaluation | LLM evaluation · Akinator | useful data rate: 4% -> 86.9% | Helped |
| Use GameArena's interactive game evaluation | user experience versus Chatbot Arena · User study | user enjoyment: 45% -> over 70% | Helped |
| Use GameArena gameplay instead of Chatbot Arena voting | user experience · User study | user satisfaction: less than 40% -> over 80% | Helped |
| Evaluate reasoning with Claude 3.5 Sonnet rather than GPT-4o | GameArena · Akinator | recall rate (%): 20.32 -> 27.83 | Helped |
| Evaluate reasoning with GPT-4o rather than Claude 3.5 Sonnet | GameArena · Taboo | win rate: 0.61±0.18 -> 0.67±0.11 | Helped |
| Evaluate reasoning with Claude 3.5 Sonnet rather than Gemini-1.5-Pro | GameArena · Bluffing | win rate: 0.60±0.18 -> 0.67±0.13 | Helped |
| Use LLaMA-3.1-405B rather than Claude 3.5 Sonnet | GameArena retrospective analysis · Taboo | recall rate (%): 68.85 -> 71.22 | Helped |
| Use LLaMA-3.1-405B rather than Claude 3.5 Sonnet | GameArena retrospective analysis · Bluffing | recall rate (%): 14.12 -> 19.05 | Helped |
| Use retrospective deductive reasoning rankings rather than Akinator outcome rankings | GameArena ranking · LiveBench-Reasoning | Kendall's Tau: 0.6 -> 0.8 | Helped |
| Use retrospective abductive reasoning rankings rather than Taboo outcome rankings | GameArena ranking · LiveBench-Reasoning | Kendall's Tau: -0.2 -> 0.8 | Helped |
Surprising findings
- Mistral Large often failed to follow game rules and make final predictions, yielding near-zero win rates in Akinator and Bluffing.
- LLaMA-3.1 405B had the highest Taboo recall rate but weaker Akinator performance, which the authors attribute to passive versus active task differences.
Limitations
- Only three games and five models evaluated, with a small controlled-experiment subset of 50 sessions per set.
- Taboo outcome ranking disagrees strongly with other benchmarks because the game does not directly test hypothesis generation.
- Metrics rely on models' self-reported retrospective outputs, which may not faithfully reflect hidden reasoning.
Experimental setup
Datasets: GameArena gaming sessions collected with Cloud Research participants Chatbot Arena conversation data (one week sample)
Benchmarks: GameArena (Akinator, Taboo, Bluffing) Chatbot Arena LiveBench-Reasoning GPQA
Metrics: win rate average rounds recall rate top-5 recall rate top-10 recall rate disparity ratio average first appear round average final rank Spearman's coefficient hopping penalty
Baselines: Chatbot Arena LiveBench-Reasoning GPQA
Builds on: Chatbot Arena DSPy Games with a purpose
Closest papers by meaning
- KORGym: A Dynamic Game Platform for LLM Reasoning Evaluation (NeurIPS 2025 · similarity 0.91)
- GTBench: Uncovering the Strategic Reasoning Capabilities of LLMs via Game-Theoretic Evaluations (NeurIPS 2024 · similarity 0.90)
- MathArena: Evaluating LLMs on Uncontaminated Math Competitions (NeurIPS 2025 · similarity 0.90)
- SmartPlay : A Benchmark for LLMs as Intelligent Agents (ICLR 2024 · similarity 0.89)
- Large Language Models Play StarCraft II:Benchmarks and A Chain of Summarization Approach (NeurIPS 2024 · similarity 0.89)
- BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games (ICLR 2025 · similarity 0.88)
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