Source-linked AI summary

Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning

Bidipta Sarkar, Warren Xia, C. Karen Liu, Dorsa Sadigh

arXiv:2502.06060v1cs.AIcs.CLcs.LGcs.MA

TL;DR

Natural-language communication is difficult to train without large human datasets because agents receive weak signals about whether messages help. The paper trains language models to listen and speak in an embodied Among Us social-deduction game using environment-grounded rewards, and reports stronger discussions with doubled win rates versus standard RL. Its central limitation is that scene prediction is task-dependent.

  • Problem

    Existing approaches often require large task-specific human communication datasets or do not generate natural, useful strategies, while sparse game rewards poorly supervise message quality.

    Source: §1 · pp. 1–2
  • Method

    The framework trains listening through imposter prediction and speaking through rewards based on how messages change other crewmates’ beliefs.

    Source: §5.2 · p. 5
  • Results

    The agents develop effective discussions with human-like accusations and evidence, achieving two times higher success rates than standard RL.

    Source: §1 · pp. 2–3
  • Takeaways & Limitations

    Self-improving, environment-grounded discussions can enable effective multi-agent communication without task-specific human data and remain robust to adversarial imposters.

    Source: §7 · p. 8

    The scene-prediction technique is task-dependent because it relies on a natural connection between discussion and predicting the imposter.

    Source: §7 · p. 8

Abstract

from arXiv · show

Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/

1 INTRODUCTION

The paper studies natural-language communication for social deduction in Among Us, where partially observable gameplay makes sharing and interpreting information essential. It addresses weak communication learning signals by training agents to listen and speak through environment-grounded rewards, yielding stronger discussions and higher success rates.

Motivation

  • Partially observable multi-agent settings require agents to parse others’ messages and share useful information to achieve shared goals.Social deduction games make this communication requirement explicit because agents must collectively infer hidden environmental information.Source: §1 · p. 1

Setting

  • Among Us grounds social deduction discussions in embodied observations, requiring crewmates to complete tasks, identify imposters, and vote during adversarial discussion phases.A reported corpse initiates free-form chat followed by voting, making communication directly relevant to game success.Source: §1 · pp. 1–2

Problem

  • Sparse game-win rewards provide little guidance about message helpfulness, while large human communication datasets are often unavailable.The paper therefore seeks effective and convincing communication without task-specific human data.Source: §1 · p. 2

Approach

  • The method rewards messages according to how they change other crewmates’ beliefs while training agents to predict the imposter after each message.This jointly targets speaking and listening using the agents’ goal of identifying the imposter as a dense signal.Source: §1 · p. 2

Results

  • 2× higher success rates than standard RL and over 3× higher success rates than base models over four times larger demonstrate the value of the discussion augmentation.The reported strategy also produces emergent human-like behaviors, including accusing suspects and providing evidence.Source: §1 · pp. 2–3

2 RELATED WORK

Prior work shows that agents can communicate, plan, and improve language-model behavior, but often relies on simpler referential settings, external memory, human demonstrations, or separate reward policies. This work instead trains the language model itself with environment-grounded discussion rewards in a social deduction setting.

Emergent Communication

  • Social deduction is harder than referential games because agents do not know the ground-truth answer and must collectively infer it while alternating between speaker and listener roles.This removes the clear division between an informed speaker and an uninformed listener found in many emergent-communication tasks.Source: §2 · p. 3

Language Models Agents

  • Prior embodied-agent work demonstrates language models’ abilities for planning, social simulation, memory, and multi-agent coordination, but does not provide a specific training mechanism for this task.These capabilities motivate using language models as starting policies in challenging environments.Source: §2 · p. 3

Reinforcement Learning with Foundation Models

  • Cicero produces natural dialogue in Diplomacy but requires many human demonstrations and prevents reinforcement learning from directly controlling generated messages.The present framework is designed to avoid both limitations.Source: §2 · p. 3
  • Other work uses language models as reward signals for separate coordination policies, whereas this paper trains the language model itself.The distinction is whether the foundation model supplies rewards to another policy or is directly optimized.Source: §2 · p. 3
  • Self-improvement methods such as RLHF and self-generated rewards motivate this work, but its reward remains grounded by imposter prediction rather than relying on pretrained models to critique their own generations.This grounding is presented as enabling smaller models and correction of logical errors over time.Source: §2 · p. 3

3 PRELIMINARIES

The paper models social deduction as a partially observable Markov game with a hidden state, player-specific observations, joint actions, rewards, and a deduction question. It represents observations and actions as token sequences so a recurrent language model can serve as each agent’s policy.

POMG Formulation

  • A social-deduction POMG augments the standard game tuple with possible answers Q and a correct answer q that agents must identify through interaction.Voting for the correct imposter corresponds to taking the correct answer action q.Source: §3 · p. 3
  • Each player follows a policy from its own action-observation history, which includes environmental observations, embodied actions, and prior discussions.The history is partial because each player experiences only its own sequence.Source: §3 · p. 3

Language Models

  • Causal language models predict each next token conditioned on all preceding tokens in the sequence.This next-token formulation supplies the policy mechanism used for observations and actions.Source: §3 · pp. 3–4
  • The environment encodes each observation as a token sequence and each action as one token, allowing language models to sample legal actions from the current history.This unified token representation supports both natural-language generation and constrained embodied actions.Source: §3 · p. 4

Foundation Model

  • RWKV is selected as the foundation model because recurrent processing gives constant per-token trajectory cost and supports unbounded-context training with truncated backpropagation.This matters for Among Us trajectories that can reach tens of thousands of tokens per player.Source: §3 · p. 4

4 THE GAME OF AMONG US

The Among Us environment places hidden-role agents in a partially observable grid where crewmates complete tasks and infer the imposter from gameplay evidence. Reports trigger natural-language discussion, followed by voting and continuation of gameplay if the imposter remains.

Role Assignment

  • Crewmates receive tasks in a grid environment, while the single imposter can kill crewmates; roles are asymmetric because imposters know one another’s identities but crewmates do not.The game is configured with one imposter and n−1 crewmates.Source: §4 · p. 4

Gameplay Phase

  • During gameplay, agents move or wait, crewmates perform temporarily unobservable tasks, imposters kill co-located crewmates subject to cooldown, and reporting a corpse starts discussion.These mechanics provide the embodied observations that later ground discussion.Source: §4 · p. 4

Gameplay Loop

  • At each timestep, the environment sends observations to all agents and collects tokenized actions constrained to the valid action subset.The gameplay loop connects simultaneous observation delivery with legal action selection.Source: Figure 2 · p. 4, §4 · p. 4

Discussion Phase

  • Discussion cycles through each player twice in random order for natural-language messages, then each player votes and the plurality-elected player is ejected.If the imposter is not ejected, the game returns to gameplay and crewmates continue tasks.Source: §4 · p. 4
  • The environment queries each crewmate’s immediate vote before and between discussion messages, without changing the game state, for use by the training algorithm.Voting actions are also the social-deduction answer space, with the correct imposter corresponding to q.Source: §4 · p. 4

Reward Structure

  • Crewmates win when tasks are completed or the imposter is ejected for +1, while imposters win when their number reaches or exceeds the number of crewmates, giving crewmates −1.This defines the team zero-sum reward structure.Source: §4 · p. 4

5 TRAINING LLM CREWMATES IN AMONG US

The paper trains RWKV language-model crewmates to act, listen, and speak effectively in Among Us without human demonstrations. It combines reinforcement learning with belief-based communication objectives and self-play to improve robustness across partners and environments.

5 TRAINING LLM CREWMATES IN AMONG US

  • Zero-shot RWKV crewmates frequently vote incorrectly, motivating training procedures that improve decision-making and discussion.The base policy is a pretrained RWKV model used directly as the agent policy.Source: §5 · pp. 4–5

5.1 Reinforcement Learning in Among Us

  • Standard reinforcement learning optimizes sparse game and task rewards, but provides little direct feedback about message effectiveness or correct imposter identification.A soft KL constraint also regularizes trained models toward the base language model to preserve natural-language discussions.Source: §5.1 · p. 5

5.2 Enhancing Communication of Crewmates

  • The combined listening-and-speaking objective trains crewmates to optimize actions while improving their ability to interpret and produce useful discussions.The paper identifies these listening and speaking loss terms as contributions that enhance discussion use.Source: §5.2 · pp. 5–6
  • Listening training uses environment ground truth at belief-querying timesteps so agents learn to infer the imposter from observations and prior messages without human demonstrations.The listening loss is incorporated into an RL policy or used alone in a purely listening policy.Source: §5.2 · p. 5
  • Speaking training rewards messages according to changes in living crewmates’ beliefs about the true imposter, approximating each message’s effect on correct prediction.The objective is to encourage messages that help other crewmates vote out the true imposter.Source: §5.2 · p. 6

5.3 Training for Dynamic Settings

  • Iterated self-play trains crewmates and imposters against earlier adversary policies, while frozen partners, randomized layouts, and task counts target robustness and generalization.Training uses four crewmates and one imposter, with evaluation extending to different numbers of crewmates; world modeling helps preserve recurrent features and separate discussion from action outputs.Source: §5.3 · p. 6

6 RESULTS

The experiments show that combining reinforcement learning with listening and speaking objectives substantially improves crewmate performance, generalizes across environment variations, and produces robust discussion strategies, while training requires safeguards against several degenerate behaviors.

6.1 Cooperative Training

  • In the base environment, both 1.5B and 7B base models win less than 20% of the time, while training with RL significantly boosts performance and outperforms the 7B model.Source: §6.1 · pp. 6–7
  • 2×: the full model achieves twice the win rate of the RL-only baseline in the base environment.Combining RL with listening produces large gains, while denser speaking rewards provide further improvement but only a relatively small additional difference.Source: §6.1 · p. 7
  • Win rates generally persist across environment configurations, declining with more tasks and increasing with more crewmates, while unseen configuration changes follow expected trends.Environment shape has little effect, smaller environments are generally easier, and additional crewmates can recover from incorrect votes.Source: §6.1 · p. 7, Figure 4 · p. 7
  • The trained agents develop human-like discussion behaviors, including naming suspects, making accusations, and sharing observations as evidence, though they sometimes fabricate convincing evidence.Naming an agent makes other agents more likely to vote against them, and the messages can reflect observations such as leaving a room where a body was found.Source: §6.1 · p. 7

6.2 Robustness to Imposters

  • Crewmate scores converge to 0.51–0.56 after a few self-play iterations against adversarially trained imposters.The large lower-bound jump from iterations 0 to 1 and the lack of a significant performance drop indicate robustness to adaptive opponents.Source: §6.2 · p. 7, Figure 5 · p. 8
  • Imposters counter-accuse and mimic crewmate discussion patterns, sometimes deceiving crewmates who support unwitnessed claims.The paper attributes similar behavior in base-model imposters to language models’ in-context learning capabilities.Source: §6.2 · p. 8

6.3 Failure Modes

  • Training can produce degenerate silence, stationary behavior, or action-token discussions unless the algorithms constrain language and agent adaptation.The authors freeze one crewmate to prevent shared strategies and use a world-modeling loss to preserve natural-language behavior.Source: §6.3 · p. 8

7 DISCUSSION

The paper presents self-improving discussion for social deduction without task-specific human data and reports effective communication and robustness to adversarial imposters. It also identifies task dependence and truthfulness as important limitations and future directions.

  • The technique enables language models to communicate effectively and extract information from discussion messages without task-specific human data.Source: §7 · p. 8
  • Crewmates remain coordinated against adversarially trained imposters, who attempt to sabotage discussions but do not break coordination.Source: §7 · p. 8
  • Scene prediction is task-dependent because the approach manually relies on a connection between discussion and predicting the imposter’s identity.Source: §7 · p. 8
  • Crewmates may make convincing rather than truthful statements, motivating truthfulness optimization as future work outside the sandboxed game.Source: §7 · p. 8

A ENVIRONMENT DESIGN

The environment models Among Us as a partially observable, natural-language interface with movement, tasks, eliminations, discussions, voting, and training-time belief queries. Crewmates win by completing tasks or ejecting imposters, while imposters win when they are at least as numerous as crewmates.

Gameplay Phase

  • Crewmates navigate a W×H grid, wait or move between rooms, perform tasks, and report nearby corpses, while imposters can wait, move, or kill players after a cooldown.Imposters can appear to perform tasks by waiting, and actions are mapped to unique tokens for language-model generation.Source: A ENVIRONMENT DESIGN · p. 11
  • Agents receive natural-language observations describing time, room, nearby players, movement, and role-specific information, while legal actions are represented as discrete tokens.Crewmates additionally observe uncompleted tasks in their room, whereas imposters observe their elimination cooldown.Source: A ENVIRONMENT DESIGN · p. 11

Discussion Phase

  • Reporting a corpse starts a discussion in which living players speak in randomized order, share free-form messages of up to 20 tokens, and then vote or abstain.The discussion returns to gameplay unless all imposters are ejected; ties or abstention produce no ejection.Source: A ENVIRONMENT DESIGN · p. 11
  • Before discussion and between messages, the environment records living crewmates’ imposter beliefs from their voting probabilities for training without affecting gameplay.Source: A ENVIRONMENT DESIGN · p. 11

Reward Structure

  • Crewmates receive +1 when tasks are completed or all imposters are ejected, whereas imposters win with crewmate reward −1 when imposters are at least as numerous as crewmates.Source: A ENVIRONMENT DESIGN · p. 11

B BASE MODEL RESULTS

The base-model scaling study trains RWKV models of different sizes on equal amounts of randomized environment-interaction data. Accuracy shows diminishing returns at 1.5 billion parameters, which is therefore used for ablations.

  • Accuracy exhibits diminishing returns at 1.5 billion parameters, motivating that model size for ablation experiments.Source: B BASE MODEL RESULTS · p. 12
  • Table 1 reports scaling performance using accuracy, PPLWorld, and PPLLAM for the RWKV base model.PPLWorld measures perplexity for predicting environment observation tokens, while PPLLAM is Lambada evaluation perplexity.Source: Table 1 · p. 12, B BASE MODEL RESULTS · p. 12

C SAMPLE GENERATIONS

Sample generations show agents accusing suspects, citing observations, counter-accusing, and sometimes misleading one another during discussions. These interactions can produce either successful imposter identification or mistaken ejections that allow imposters to win.

  • Discussion samples include direct accusations and evidence-based claims that lead crewmates to identify and eject an imposter.In one sample, Player Blue is voted out after multiple players express suspicion, and crewmates win.Source: C SAMPLE GENERATIONS · pp. 12–13
  • Imposters can counter-accuse crewmates and persuade others to eject an innocent player, producing an imposter victory.Source: C SAMPLE GENERATIONS · p. 12
  • False information can coexist with correct imposter identification and a crewmate victory.Source: C SAMPLE GENERATIONS · p. 13
  • Counter-accusations do not always succeed: in one sample, the accused imposter is voted out despite attempting to redirect suspicion.Source: C SAMPLE GENERATIONS · p. 13
  • Some discussions end without an ejection when votes are split among players.Source: C SAMPLE GENERATIONS · p. 13

D BROADER IMPACTS

The work targets natural-language communication among language-model agents without human demonstrations, while noting benefits for human-AI coordination and risks before real-world deployment.

  • The paper aims to enable multi-agent communication between language-model agents in novel settings without human demonstration data.Source: D BROADER IMPACTS · p. 13
  • Natural-language communication could support smoother coordination between humans and AI in heterogeneous teams.Source: D BROADER IMPACTS · p. 13
  • The authors caution that unsupported statements by both roles create risks for deployment beyond Among Us.Source: D BROADER IMPACTS · p. 13

E HYPERPARAMETERS AND COMPUTE

The appendix specifies optimizer, stability, batching, and compute settings, and documents code, licensing, and asset provenance.

E HYPERPARAMETERS AND COMPUTE

F ASSETS AND LICENSES

  • The implementation borrows CleanRL’s PPO code, released under the MIT license.Source: F ASSETS AND LICENSES · p. 14
  • The work uses Among Us intellectual property with permission for non-commercial and educational use but is not officially licensed by Innersloth.Source: F ASSETS AND LICENSES · p. 14
  • Paper art assets were created with Processing, Matplotlib, and Keynote, while the paper and code use CC-BY-4.0 and GNU GPL v3.0 licenses.Source: F ASSETS AND LICENSES · p. 14
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