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该论文提出了 Adversarial Inner Thoughts 方法,为 AIWolfDial 共享任务的 Werewolf 游戏构建 LLM 智能体,通过内部思考评估来决定何时发言,而不仅是说什么。实验通过自博弈日志分析和人类评估验证了其在竞争性、不完全信息环境中的有效性。
Introduces a triadic variant of the Werewolf social-deduction game with a Jester role to evaluate multi-hop theory of mind in LLMs. Experiments show that current models struggle with the inverted incentives, exposing limitations in their reasoning about opponents' utilities.