在隐藏信息社交推理游戏中审计信念条件LLM智能体

Auditing Belief-Conditioned LLM Agents in Hidden-Information Social Deduction Games

精选理由

这篇论文把LLM智能体在狼人杀中的信念和行为拆开审计,发现加信念能让好人胜率从20%提到39%,但行动和信念不太一致,框架本身是个好工具。

AI 摘要

本文在9人狼人环境中评估LLM智能体,构建了可审计框架以维护外部信念状态并记录信念更新与行动偏差。在1080局游戏中,主动信念条件使好人方胜率从0.205升至0.390(McNemar χ²=16.4, p<0.001),且不可逆的女巫毒药错误减少。但行动-信念一致性仅约0.21,且仅将信念给狼人比仅给好人更有利,表明机制未明。该框架使效应可测量,暴露低一致性,并以证据拒绝不可靠的强制消费干预,将信念定位为高噪声隐藏信息游戏中的可审计认知基线。

原文 · arXiv cs.AI

Auditing Belief-Conditioned LLM Agents in Hidden-Information Social Deduction Games

Evaluating LLM agents in hidden-information multi-agent settings is hard: final outcomes are high-variance and rarely reveal why an agent decided as it did. We study this in a 9-player Werewolf environment where agents act under strict, code-level information isolation, and we build an auditable framework that maintains an external belief state over hidden roles, logs belief updates and belief-action deviations as structured evidence, and supports a defensive offline improvement loop that reviews bad cases before any strategy change. Across 1,080 frozen games spanning belief-disabled, active-belief, kernel-ablation, camp-restricted, consumption-policy, and high-load arms, and including a seed-paired A0/A1 comparison, the active-belief condition is associated with substantially better good-side outcomes: in the 200-seed A0/A1 comparison the good-side win rate rises from 0.205 to 0.390 (paired McNemar $χ^2 = 16.4$, $p < 0.001$), with fewer irreversible witch-poison errors. We do not, however, attribute this shift to belief content. Direct action-belief consistency is low ($\approx 0.21$), and giving belief only to the werewolves helps the good side more than giving it only to the good side, which argues against a simple holder-benefit account; we therefore report the effect as an association and treat its mechanism as unresolved. The contribution is the audit framework itself: it makes the effect measurable, exposes low direct action-belief consistency, rejects an unreliable forced-consumption intervention with evidence, and separates strategy effects from load confounds. We accordingly position external belief in high-noise hidden-information games primarily as an auditable cognitive baseline that also carries decision-relevant signal, turning opaque agent behavior into replayable evidence for safer, controlled iteration.