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I-Chen Wu

Publications and source records attributed to I-Chen Wu.

At least 19 recordsLinked to original sources

Do LLMs Trust the Accuser or the Accusation? Measuring Belief Shifts in Werewolf

Social-deduction games such as Werewolf are increasingly used to evaluate LLM agents, but existing evaluations often rely on final game outcomes. We propose a belief-shift evaluation benchmark in Werewolf for analyzing communication skills through belief updating. Using LLM-played games, we annotate suspicion and accusation messages and measure how an observing village-side model's beliefs change after each message. We evaluate 40 open-weight LLM configurations on 1,224 annotated messages. Our results show that larger models better distinguish true wolves from villagers based on game history, but accusations still strongly influence their beliefs. Models become more suspicious of the accused target and less suspicious of the accuser, especially when the accuser is trusted, even if the accuser is wolf-aligned. Larger models better resist accusations from accusers they already distrust. Overall, our findings suggest that current open-weight LLMs up to 120B parameters still struggle to integrate accusation content with source trust in strategic communication. Our benchmark and code are available at https://rlg.iis.sinica.edu.tw/papers/werewolf-accusation-benchmark.

cs.AI

How Identity and Opinion Shape Political Sycophancy in LLMs

As Large Language Models (LLMs) increasingly encourage users to disclose personal profiles for tailored assistance, measuring their political alignment becomes increasingly important. However, many existing benchmarks for assessing political behavior rely on closed-ended questions and do not fully capture how a model's stance may adapt to user-provided context during interaction. We introduce a framework that disentangles two distinct triggers of political sycophancy: opinion (aligning with explicit narratives) and identity (stereotyping based on demographic labels). Using 450 manually-checked political dilemmas as controlled probes, we evaluate 13 instruction-tuned LLMs. We uncover a dissociation: a model's susceptibility to explicit opinions does not necessarily predict its susceptibility to identity cues, and vice versa. When both signals are present, their effects are generally sub-additive rather than simply additive. Additionally, system-level personas primarily shift a model's baseline stance while having limited effect on the stance shift caused by user opinion or identity. Ultimately, our results suggest that LLM political stance is interactively and steerably vulnerable rather than being a fixed trait, highlighting how personalization may amplify identity- or opinion-conditioned shifts in the model's behaviors.

cs.AI

WallZero: Mastering the Game of WallGo with Strategic Analysis

WallGo is a recently introduced strategic board game popularized by the 2025 Netflix series The Devil's Plan. Although played on a small 7 x 7 board, its combination of stone movement and wall placement yields high game-tree complexity and intricate strategic interactions. Despite its growing popularity, WallGo remains underexplored. This paper presents WallZero, an AlphaZero-based agent for the two-player WallGo setting. We introduce tailored action and feature designs to improve playing performance significantly. In the evaluation, WallZero defeats two professional Go players who participated in this study, securing on average 1.98x more territory per game. Beyond its strength, we use WallZero to assess game fairness and identify key strategies for mastering WallGo. Interestingly, our results show that the opening used in the Netflix series yields a more balanced game. Our code is available at https://rlg.iis.sinica.edu.tw/papers/wallzero.

cs.AI

MINDGAMES: A Live Arena for Evaluating Social and Strategic Reasoning in Multi-Agent LLMs

Large language models (LLMs) are increasingly deployed as interactive agents, yet their capacity for social and strategic reasoning over extended interaction remains poorly understood. Existing evaluations rely on static vignettes or single-game benchmarks that cannot capture the sustained, multi-faceted reasoning that real-world multi-agent settings demand. We introduce Mindgames, a multi-game arena and evaluation platform for LLM agents that operationalizes complementary reasoning demands relevant to ``theory of mind'': belief attribution under hidden information, opponent modeling through repeated strategic interaction, cooperative inference under knowledge asymmetries, and sustained deception in social deduction. Built on TextArena, Mindgames provides a unified interaction interface, TrueSkill-based rating, and full trajectory logging across four game environments. We instantiate Mindgames through a 2025 competition cycle hosted at a major AI conference, which assessed 944 submitted agents from 76 teams across four games: Colonel Blotto, Iterated Prisoner's Dilemma, Codenames, and Secret Mafia. Our analysis surfaces both agent-level and evaluation-level limitations: brittle rule adherence remains a major bottleneck, top-performing systems repeatedly rely on explicit structural scaffolding, and leaderboard validity differs sharply across environments. In particular, failure-heavy environments can reward robustness to opponent errors as much as strategic ability, with Secret Mafia exhibiting a pronounced error-survival confound in this cycle. We release a dataset of 29,571 multi-agent games with turn-level observations, actions, and rewards, together with MG-Ref, a deterministic offline tournament protocol that scores new agents against a frozen reference pool of top-ranked, low-error Stage~II submissions under the same error-attribution lens used in this analysis.

cs.AI

MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Games

Imperfect-information games (IIGs) are challenging, as players must make decisions without fully observing the true game state. While AlphaZero has achieved remarkable success in perfect-information games, extending it to IIGs remains difficult. Existing search-based approaches, such as Perfect Information Monte Carlo (PIMC), suffer from strategy fusion, while Information Set Monte Carlo Tree Search (IS-MCTS) incurs high computational cost when combined with neural networks. In this paper, we propose Multi-State Aggregated PoLicy Evaluation (MAPLE), a tree search method that aggregates policy and value evaluations from multiple sampled world states within a single search tree, combining the advantages of PIMC and IS-MCTS while maintaining a controllable computational cost. We further incorporate a Siamese-based sampling strategy to select informative world states from the information set. Experiments on Phantom Go and Dark Hex show that MAPLE significantly outperforms the PIMC-based AlphaZero baseline, achieving Elo improvements of 291 and 136, respectively. These results demonstrate that MAPLE is an effective approach for AlphaZero-style learning in imperfect-information games.

cs.AI

HAVEN: Hybrid Automated Verification ENgine for UVM Testbench Synthesis with LLMs

Integrated Circuit (IC) verification consumes nearly 70% of the IC development cycle, and recent research leverages Large Language Models (LLMs) to automatically generate testbenches and reduce verification overhead. However, LLMs have difficulty generating testbenches correctly. Unlike high-level programming languages, Hardware Description Languages (HDLs) are extremely rare in LLMs training data, leading LLMs to produce incorrect code. To overcome challenges when using LLMs to generate Universal Verification Methodology (UVM) testbenches and sequences, wepropose HAVEN (Hybrid Automated Verification ENgine) to prevent LLMs from writing HDL directly. For UVM testbench generation, HAVEN utilizes LLM agents to analyze design specifications to produce a structured architectural plan. The HAVEN Template Engine then combines with predefined and protocol-specific templates to generate all UVM components with correct bus-handshake timing. For UVM sequence generation, HAVEN introduces a Protocol-Aware Sequence Domain-Specific Language (DSL) that decomposes sequences into fine-grained step types. A set of predefined DSL patterns first establishes sequences that achieve a high coverage rate without LLM involvement. HAVEN continues to improve the coverage rate by iteratively leveraging LLM agents to analyze coverage gap reports and compose additional targeted DSL sequences. Unlike previous works, HAVEN is the first system that utilizes pre-defined, protocol-specific Jinja2 templates to generate all UVM components and UVM sequences using our proposed Protocol-Aware DSL and rule-based code generator. Our experimental results on 19 open-source IP designs spanning three interface protocols (Direct, Wishbone, AXI4-Lite) show that HAVEN achieves 100% compilation success, 90.6% code coverage, and 87.9% functional coverage on average, and is SOTA among LLM-assisted testbench generation systems.

cs.AR

Evaluating Game Difficulty in Tetris Block Puzzle

Tetris Block Puzzle is a single player stochastic puzzle in which a player places blocks on an 8 x 8 grid to complete lines; its popular variants have amassed tens of millions of downloads. Despite this reach, there is little principled assessment of which rule sets are more difficult. Inspired by prior work that uses AlphaZero as a strong evaluator for chess variants, we study difficulty in this domain using Stochastic Gumbel AlphaZero (SGAZ), a budget-aware planning agent for stochastic environments. We evaluate rule changes including holding block h, preview holding block p, and additional Tetris block variants using metrics such as training reward and convergence iterations. Empirically, increasing h and p reduces difficulty (higher reward and faster convergence), while adding more Tetris block variants increases difficulty, with the T-pentomino producing the largest slowdown. Through analysis, SGAZ delivers strong play under small simulation budgets, enabling efficient, reproducible comparisons across rule sets and providing a reference for future design in stochastic puzzle games.

cs.AI

A Robust and Efficient Multi-Agent Reinforcement Learning Framework for Traffic Signal Control

Reinforcement Learning (RL) in Traffic Signal Control (TSC) faces significant hurdles in real-world deployment due to limited generalization to dynamic traffic flow variations. Existing approaches often overfit static patterns and use action spaces incompatible with driver expectations. This paper proposes a robust Multi-Agent Reinforcement Learning (MARL) framework validated in the Vissim traffic simulator. The framework integrates three mechanisms: (1) Turning Ratio Randomization, a training strategy that exposes agents to dynamic turning probabilities to enhance robustness against unseen scenarios; (2) a stability-oriented Exponential Phase Duration Adjustment action space, which balances responsiveness and precision through cyclical, exponential phase adjustments; and (3) a Neighbor-Based Observation scheme utilizing the MAPPO algorithm with Centralized Training with Decentralized Execution (CTDE). By leveraging centralized updates, this approach approximates the efficacy of global observations while maintaining scalable local communication. Experimental results demonstrate that our framework outperforms standard RL baselines, reducing average waiting time by over 10%. The proposed model exhibits superior generalization in unseen traffic scenarios and maintains high control stability, offering a practical solution for adaptive signal control.

cs.AI

VissimRL: A Multi-Agent Reinforcement Learning Framework for Traffic Signal Control Based on Vissim

Traffic congestion remains a major challenge for urban transportation, leading to significant economic and environmental impacts. Traffic Signal Control (TSC) is one of the key measures to mitigate congestion, and recent studies have increasingly applied Reinforcement Learning (RL) for its adaptive capabilities. With respect to SUMO and CityFlow, the simulator Vissim offers high-fidelity driver behavior modeling and wide industrial adoption but remains underutilized in RL research due to its complex interface and lack of standardized frameworks. To address this gap, this paper proposes VissimRL, a modular RL framework for TSC that encapsulates Vissim's COM interface through a high-level Python API, offering standardized environments for both single- and multi-agent training. Experiments show that VissimRL significantly reduces development effort while maintaining runtime efficiency, and supports consistent improvements in traffic performance during training, as well as emergent coordination in multi-agent control. Overall, VissimRL demonstrates the feasibility of applying RL in high-fidelity simulations and serves as a bridge between academic research and practical applications in intelligent traffic signal control.

cs.MA

A Study of Solving Life-and-Death Problems in Go Using Relevance-Zone Based Solvers

This paper analyzes the behavior of solving Life-and-Death (L&D) problems in the game of Go using current state-of-the-art computer Go solvers with two techniques: the Relevance-Zone Based Search (RZS) and the relevance-zone pattern table. We examined the solutions derived by relevance-zone based solvers on seven L&D problems from the renowned book "Life and Death Dictionary" written by Cho Chikun, a Go grandmaster, and found several interesting results. First, for each problem, the solvers identify a relevance-zone that highlights the critical areas for solving. Second, the solvers discover a series of patterns, including some that are rare. Finally, the solvers even find different answers compared to the given solutions for two problems. We also identified two issues with the solver: (a) it misjudges values of rare patterns, and (b) it tends to prioritize living directly rather than maximizing territory, which differs from the behavior of human Go players. We suggest possible approaches to address these issues in future work. Our code and data are available at https://rlg.iis.sinica.edu.tw/papers/study-LD-RZ.

cs.AI

Learning Human-Like RL Agents Through Trajectory Optimization With Action Quantization

Human-like agents have long been one of the goals in pursuing artificial intelligence. Although reinforcement learning (RL) has achieved superhuman performance in many domains, relatively little attention has been focused on designing human-like RL agents. As a result, many reward-driven RL agents often exhibit unnatural behaviors compared to humans, raising concerns for both interpretability and trustworthiness. To achieve human-like behavior in RL, this paper first formulates human-likeness as trajectory optimization, where the objective is to find an action sequence that closely aligns with human behavior while also maximizing rewards, and adapts the classic receding-horizon control to human-like learning as a tractable and efficient implementation. To achieve this, we introduce Macro Action Quantization (MAQ), a human-like RL framework that distills human demonstrations into macro actions via Vector-Quantized VAE. Experiments on D4RL Adroit benchmarks show that MAQ significantly improves human-likeness, increasing trajectory similarity scores, and achieving the highest human-likeness rankings among all RL agents in the human evaluation study. Our results also demonstrate that MAQ can be easily integrated into various off-the-shelf RL algorithms, opening a promising direction for learning human-like RL agents. Our code is available at https://rlg.iis.sinica.edu.tw/papers/MAQ.

cs.AI

Relevance-Zone Reduction in Game Solving

Game solving aims to find the optimal strategies for all players and determine the theoretical outcome of a game. However, due to the exponential growth of game trees, many games remain unsolved, even though methods like AlphaZero have demonstrated super-human level in game playing. The Relevance-Zone (RZ) is a local strategy reuse technique that restricts the search to only the regions relevant to the outcome, significantly reducing the search space. However, RZs are not unique. Different solutions may result in RZs of varying sizes. Smaller RZs are generally more favorable, as they increase the chance of reuse and improve pruning efficiency. To this end, we propose an iterative RZ reduction method that repeatedly solves the same position while gradually restricting the region involved, guiding the solver toward smaller RZs. We design three constraint generation strategies and integrate an RZ Pattern Table to fully leverage past solutions. In experiments on 7x7 Killall-Go, our method reduces the average RZ size to 85.95% of the original. Furthermore, the reduced RZs can be permanently stored as reusable knowledge for future solving tasks, especially for larger board sizes or different openings.

cs.AI

Dynamic Sight Range Selection in Multi-Agent Reinforcement Learning

Multi-agent reinforcement Learning (MARL) is often challenged by the sight range dilemma, where agents either receive insufficient or excessive information from their environment. In this paper, we propose a novel method, called Dynamic Sight Range Selection (DSR), to address this issue. DSR utilizes an Upper Confidence Bound (UCB) algorithm and dynamically adjusts the sight range during training. Experiment results show several advantages of using DSR. First, we demonstrate using DSR achieves better performance in three common MARL environments, including Level-Based Foraging (LBF), Multi-Robot Warehouse (RWARE), and StarCraft Multi-Agent Challenge (SMAC). Second, our results show that DSR consistently improves performance across multiple MARL algorithms, including QMIX and MAPPO. Third, DSR offers suitable sight ranges for different training steps, thereby accelerating the training process. Finally, DSR provides additional interpretability by indicating the optimal sight range used during training. Unlike existing methods that rely on global information or communication mechanisms, our approach operates solely based on the individual sight ranges of agents. This approach offers a practical and efficient solution to the sight range dilemma, making it broadly applicable to real-world complex environments.

cs.MA

Online Learning of Counter Categories and Ratings in PvP Games

In competitive games, strength ratings like Elo are widely used to quantify player skill and support matchmaking by accounting for skill disparities better than simple win rate statistics. However, scalar ratings cannot handle complex intransitive relationships, such as counter strategies seen in Rock-Paper-Scissors. To address this, recent work introduced Neural Rating Table and Neural Counter Table, which combine scalar ratings with discrete counter categories to model intransitivity. While effective, these methods rely on neural network training and cannot perform real-time updates. In this paper, we propose an online update algorithm that extends Elo principles to incorporate real-time learning of counter categories. Our method dynamically adjusts both ratings and counter relationships after each match, preserving the explainability of scalar ratings while addressing intransitivity. Experiments on zero-sum competitive games demonstrate its practicality, particularly in scenarios without complex team compositions.

cs.LG

Multi-Agent Training for Pommerman: Curriculum Learning and Population-based Self-Play Approach

Pommerman is a multi-agent environment that has received considerable attention from researchers in recent years. This environment is an ideal benchmark for multi-agent training, providing a battleground for two teams with communication capabilities among allied agents. Pommerman presents significant challenges for model-free reinforcement learning due to delayed action effects, sparse rewards, and false positives, where opponent players can lose due to their own mistakes. This study introduces a system designed to train multi-agent systems to play Pommerman using a combination of curriculum learning and population-based self-play. We also tackle two challenging problems when deploying the multi-agent training system for competitive games: sparse reward and suitable matchmaking mechanism. Specifically, we propose an adaptive annealing factor based on agents' performance to adjust the dense exploration reward during training dynamically. Additionally, we implement a matchmaking mechanism utilizing the Elo rating system to pair agents effectively. Our experimental results demonstrate that our trained agent can outperform top learning agents without requiring communication among allied agents.

cs.MA

A Novel Approach to Solving Goal-Achieving Problems for Board Games

Goal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go, which helps players hone their skill of identifying region safety. Many previous methods like lambda search try null moves first, then derive so-called relevance zones (RZs), outside of which the opponent does not need to search. This paper first proposes a novel RZ-based approach, called the RZ-Based Search (RZS), to solving L&D problems for Go. RZS tries moves before determining whether they are null moves post-hoc. This means we do not need to rely on null move heuristics, resulting in a more elegant algorithm, so that it can also be seamlessly incorporated into AlphaZero's super-human level play in our solver. To repurpose AlphaZero for solving, we also propose a new training method called Faster to Life (FTL), which modifies AlphaZero to entice it to win more quickly. We use RZS and FTL to solve L&D problems on Go, namely solving 68 among 106 problems from a professional L&D book while a previous program solves 11 only. Finally, we discuss that the approach is generic in the sense that RZS is applicable to solving many other goal-achieving problems for board games.

cs.AI

Solving 7x7 Killall-Go with Seki Database

Game solving is the process of finding the theoretical outcome for a game, assuming that all player choices are optimal. This paper focuses on a technique that can reduce the heuristic search space significantly for 7x7 Killall-Go. In Go and Killall-Go, live patterns are stones that are protected from opponent capture. Mutual life, also referred to as seki, is when both players' stones achieve life by sharing liberties with their opponent. Whichever player attempts to capture the opponent first will leave their own stones vulnerable. Therefore, it is critical to recognize seki patterns to avoid putting oneself in jeopardy. Recognizing seki can reduce the search depth significantly. In this paper, we enumerate all seki patterns up to a predetermined area size, then store these patterns into a seki table. This allows us to recognize seki during search, which significantly improves solving efficiency for the game of Killall-Go. Experiments show that a day-long, unsolvable position can be solved in 482 seconds with the addition of a seki table. For general positions, a 10% to 20% improvement in wall clock time and node count is observed.

cs.AI

Perceptual Similarity for Measuring Decision-Making Style and Policy Diversity in Games

Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles poses a challenge. Building on Playstyle Distance, the first unsupervised metric to measure playstyle similarity based on game screens and raw actions, we introduce three enhancements to increase accuracy: multiscale analysis with varied state granularity, a perceptual kernel rooted in psychology, and the utilization of the intersection-over-union method for efficient evaluation. These innovations not only advance measurement precision but also offer insights into human cognition of similarity. Across two racing games and seven Atari games, our techniques significantly improve the precision of zero-shot playstyle classification, achieving an accuracy exceeding 90 percent with fewer than 512 observation-action pairs, which is less than half an episode of these games. Furthermore, our experiments with 2048 and Go demonstrate the potential of discrete playstyle measures in puzzle and board games. We also develop an algorithm for assessing decision-making diversity using these measures. Our findings improve the measurement of end-to-end game analysis and the evolution of artificial intelligence for diverse playstyles.

cs.AI