Skill Issue: Are Skills Language-Invariant in LLMs?

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Summary

This paper quantifies cross-lingual skill inconsistencies in large language models through multilingual self-play in text-based games, revealing significant variations in performance across languages that can be partially mitigated by altering intermediate reasoning language.

Large language models access knowledge inconsistently across languages, but to what extent do they differ in their skill sets when interacting with different languages? This work quantifies cross-lingual skill inconsistency orthogonally from knowledge and general benchmark performance. We do this via multilingual self-play: two instances of the same model compete in a text-based game, each interacting through a different language interface. Since the model, opponent, rules, state space, and available actions remain fixed, this setting isolates the effect of language on the model's realized behavior. We build a multilingual extension to TextArena and evaluate three open-weight models across eight languages and six games covering spatial reasoning, imperfect information, resource allocation, and repeated interaction. We find that the same model can exhibit markedly different playing strength across languages, with systematic variation in win--loss margins, invalid actions, and strategic tendencies. Detailed analyses reveal language-specific failures in spatial reasoning, card-conditioned decisions, and optimal move selection. In some settings, changing only the intermediate reasoning language recovers much of the lost performance, suggesting that language can affect different stages of the decision process. These results show that skill discrepancies are a measurable major roadblock in the development of truly multilingual models. Better understanding these discrepancies can help us design models that perform more equitably across languages.
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Source: https://huggingface.co/papers/2608.25832

Abstract

Multilingual self-play reveals that large language models exhibit significant cross-lingual skill inconsistencies in reasoning and strategy, partly recoverable by altering intermediate reasoning language.

Large language models access knowledge inconsistently across languages, but to what extent do they differ in their skill sets when interacting with different languages? This work quantifiescross-lingual skill inconsistencyorthogonally from knowledge and general benchmark performance. We do this viamultilingual self-play: two instances of the same model compete in atext-based game, each interacting through a different language interface. Since the model, opponent, rules, state space, and available actions remain fixed, this setting isolates the effect of language on the model’s realized behavior. We build a multilingual extension to TextArena and evaluate three open-weight models across eight languages and six games coveringspatial reasoning,imperfect information,resource allocation, and repeated interaction. We find that the same model can exhibit markedly different playing strength across languages, with systematic variation in win--loss margins, invalid actions, and strategic tendencies. Detailed analyses reveal language-specific failures inspatial reasoning, card-conditioned decisions, and optimal move selection. In some settings, changing only theintermediate reasoning languagerecovers much of the lost performance, suggesting that language can affect different stages of the decision process. These results show that skill discrepancies are a measurable major roadblock in the development of truly multilingual models. Better understanding these discrepancies can help us design models that perform more equitably across languages.

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