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arXiv · 2603.15957

GASP: Guided Asymmetric Self-Play For Coding LLMs

Abstract

Asymmetric self-play has emerged as a promising paradigm for post-training large language models, where a teacher continually generates questions for a student to solve at the edge of the student's learnability. Although these methods promise open-ended data generation bootstrapped from no human data, they suffer from one major problem: not all problems that are hard to solve are interesting or informative to improve the overall capabilities of the model. Current asymmetric self-play methods are goal-agnostic with no real grounding. We propose Guided Asymmetric Self-Play (GASP), where grounding is provided by real-data goalpost questions that are identified to pose a hard exploration challenge to the model. During self-play, the teacher first generates an easier variant of a hard question, and then a harder variant of that easier question, with the goal of gradually closing the gap to the goalpost throughout training. Doing so, we improve pass@20 on LiveCodeBench (LCB) by 2.5% over unguided asymmetric self-play, and through the curriculum constructed by the teacher, we manage to solve hard goalpost questions that remain out of reach for all baselines.

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Swadesh Jana, Cansu Sancaktar, Tomáš Daniš, Georg Martius, Antonio Orvieto, Pavel Kolev. 2026-03-16. GASP: Guided Asymmetric Self-Play For Coding LLMs. https://arxiv.org/abs/2603.15957

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