Source-linked AI summary
Among Us: A Sandbox for Measuring and Detecting Agentic Deception
Satvik Golechha, Adrià Garriga-Alonso
TL;DR
Existing evaluations often test false statements or prompted binary choices rather than long-term, open-ended deception pursuing an agent's goal. This paper introduces Among Us as a sandbox and evaluates deception measurement and detection methods. It reports that models are comparatively better at producing deception than detecting it, while probes detect deception out of distribution with high AUROC.
Problem
Prior studies typically assess false statements or prompted binary choices, rather than open-ended deceptive behavior pursued toward longer-term goals.
Source: §1 · p. 1Method
The paper uses Among Us to elicit goal-directed open-ended deception and evaluates Deception Elo alongside activation-based linear probes and sparse autoencoders.
Source: §1 · pp. 1–2Results
RL-trained models are comparatively better at producing than detecting deception, and deception probes achieve AUROCs of 95%–99%.
Source: §1 · p. 2Takeaways & Limitations
The authors release the sandbox and game rollouts for studying deceptive behavior and evaluating AI control techniques in controlled settings.
Source: §7 · p. 9The results may not represent real-world user-model interactions, and sandbox deception mechanisms may differ from real-world settings.
Source: §6 · p. 9
Abstract
from arXiv · showhide
Prior studies on deception in language-based AI agents typically assess whether the agent produces a false statement about a topic, or makes a binary choice prompted by a goal, rather than allowing open-ended deceptive behavior to emerge in pursuit of a longer-term goal. To fix this, we introduce Among Us, a sandbox social deception game where LLM-agents exhibit long-term, open-ended deception as a consequence of the game objectives. While most benchmarks saturate quickly, Among Us can be expected to last much longer, because it is a multi-player game far from equilibrium. Using the sandbox, we evaluate 18 proprietary and open-weight LLMs and uncover a general trend: models trained with RL are comparatively much better at producing deception than detecting it. We evaluate the effectiveness of methods to detect lying and deception: logistic regression on the activations and sparse autoencoders (SAEs). We find that probes trained on a dataset of "pretend you're a dishonest model:.." generalize extremely well out-of-distribution, consistently obtaining AUROCs over 95% even when evaluated just on the deceptive statement, without the chain of thought. We also find two SAE features that work well at deception detection but are unable to steer the model to lie less. We hope our open-sourced sandbox, game logs, and probes serve to anticipate and mitigate deceptive behavior and capabilities in language-based agents.
1 Introduction
Agentic deception is a safety concern, but existing work lacks suitable settings for studying long-term, open-ended deceptive behavior. The paper introduces Among Us as a sandbox for eliciting such behavior and evaluates methods for detecting it.
1 Introduction
- The paper introduces Among Us as a sandbox for open-ended strategic deception and Deception Elo as an unbounded measure of deceptive capability.It also reports that frontier agents are relatively more capable at producing deception than detecting it.Source: §1 · p. 1
- Among Us elicits goal-directed, open-ended deception by giving agents game rules without examples, ideas, or assigned personalities.Models devise their own deceptive strategies as they pursue the game objective.Source: §1 · p. 2
- The paper defines lying as intentionally saying a factually incorrect statement, while deception includes true or false statements or actions intended to mislead for advantage.Diverting discussion can be deception without lying; hallucination can be lying without deception.Source: §1 · p. 2
- Linear probes detect deception out of distribution with AUROCs of 95%–99%, while SAE-based detection works but steering does not.The paper also evaluates linear probes for detecting lying and deception on out-of-distribution data.Source: §1 · p. 2
- The authors release the sandbox, 400 complete game rollouts, 2054 multi-model game summaries, and linear-probe weights.Source: §1 · p. 2
2 Design and Relevance of the Sandbox Environment
Among Us is presented as a controlled sandbox for studying agentic deception, with role-specific information and actions, alternating game phases, and strategic interaction. The authors motivate it as a tractable setting for evaluating deceptive capability and detection.
2 Design and Relevance of the Sandbox Environment
- The sandbox is proposed as a tractable, rich proxy for human-agent interactions and a setting for studying deception under strategic interaction.Its rationale includes partial observability, bounded rationality, and opponents whose actions must be anticipated.Source: §2 · p. 2, §2.4 · p. 4
2.1 The Game State St and Observation Space Oi
- A player's observation includes role and task information, location and game metrics, phase, map connections, and recent observations and actions.The state tracks player information, locations, and metrics such as remaining steps, living players, and vote results.Source: §2.1 · pp. 2–3
2.2 The Action Space Ai
- Players choose from shared actions plus role-specific actions: crewmates can complete tasks, while impostors can kill, fake tasks, or vent.Actions update the game state.Source: §2.2 · p. 3
2.3 Game Phases and Termination
- Games alternate between task phases and meetings, and end when a team meets its win condition or the 50-step limit is reached.Meetings follow a reported body or emergency call; players discuss for three rounds before voting.Source: §2.3 · p. 3
2.4 Relevance to Real-world Deception Capability
- On 400 1v1 games, Llama-3.3 performed better as an impostor, while Phi-4 performed better as a crewmate.The authors present the game as a setting for studying both deception and its detection.Source: Figure 3 · p. 4, §2.4 · p. 4
- The game elicits deceptive behavior from its rules without explicit prompting, training, or backdooring, and offers speech, memory, scratchpad reasoning, and actions.The authors argue that multi-agent games lack a predefined ceiling on strategic sophistication, while capability remains bounded by partial observability and interaction.Source: §2.4 · p. 4
3 Evaluation: Skills, Deceptive Capability, and Win-rates
The evaluation compares impostor and crewmate performance, defines paired Elo measures for deception and detection, and finds frontier reasoning models stronger at deception than detection.
3.1 LLM-based Skill Evaluations and Win-rates for Impostors and Crewmates
- GPT-4omini scores awareness, lying, deception, and planning from 1 to 10; these scores are poorly calibrated but predict the binary ground-truth labels.Source: §3.1 · p. 5
- Llama-3.3 wins more as an Impostor, while Phi-4 is better as a Crewmate at detecting deception.Crewmates almost never lie, while impostors sometimes tell the truth to gain trust.Source: §3.1 · p. 5, Figure 4 · p. 5
3.2 Defining the Multi-agent Deception Elo Metric
- Deception Elo updates impostor ratings against average crewmate Elo by game outcome; Detection Elo is defined analogously for crewmates.Source: §3.2 · p. 5
3.3 Frontier Reasoning Models are Differentially better at Deception
- Frontier and reasoning models are much better at deception than detection, while smaller and non-reasoning models are comparable at detection.Source: Figure 5 · p. 5, §3.3 · p. 6
3.2 Defining the Multi-agent Deception Elo Metric
- 90% confidence intervals use 1,000 bootstrap resamples; all models start at Elo 1,500, with game-outcome and model stochasticity contributing to variance.Source: §3.2 · p. 5
4 Activation Monitoring for Lying and Deception
The section evaluates linear probes and SAE features for detecting lying and deception from model activations, including transfer to Among Us gameplay. RepEng-trained probes and selected SAE features show strong out-of-distribution detection, while SAE steering does not reduce deceptive behavior.
4.1 Training Methodology for Linear Probes
- Linear probes use logistic regression on Phi-4 residual-stream activations from layer 20 of 40 (dimension 5120), trained with train-data normalization and evaluated on each dataset’s held-out test set.The procedure uses activations for each datapoint’s last 10 tokens.Source: §4.1 · pp. 6–7
4.2 Out-of-distribution Linear Probe Evaluation
- 0.99 AUC for deception and 0.94 for lying: RepEng-trained probes detect Among Us deception out of distribution, and DQA- and TQA-trained probes also perform highly.Figure 7 summarizes cross-dataset generalization; the text notes a remaining gap from on-distribution probes.Source: §4.2 · p. 7, Figure 7 · p. 7
- Probe scores qualitatively detect signs of deceptive thinking, and the probes remain effective when trained on substantially fewer datapoints.The probes are evaluated using token-wise scores and running averages; the reduced-data evaluation also considers cosine similarity.Source: §4.2 · p. 7
4.3 Sparse Autoencoder (SAE) Features for Deception and Steering
- SAE features used to detect deception out of distribution are extracted from DishonestQA contrasts and evaluated on Among Us impostor-versus-crewmate data.The selected features come from pretrained SAEs and are chosen for their contrast between DishonestQA labels.Source: §4.3 · p. 7
- 0.967 AUROC for the “promoting honesty” feature and 0.851 for deceptive-action features lead SAE out-of-distribution deception detection.Manipulation-related features score 0.675 and 0.638; several honesty-related features have AUROC 0.5, while a “contexts involving deception” feature has AUROC 0.182.Source: §4.3 · pp. 7–8, Table 1 · p. 8
- Steering with top SAE features leaves impostors acting normally at small strengths and hallucinating at larger strengths, rather than lying less.The authors report trying several steering features and amounts with Llama-3.3-70b-instruct.Source: §4.3 · p. 8
5 Related Work
Prior work studies social deduction games, deceptive behavior in language models, and activation-based safety techniques. The authors position their sandbox as enabling goal-directed, instrumental, open-ended deception that those studied tasks do not capture.
Social Deduction and Deception Games
- Earlier work studied AI play in Avalon [27] [28], Hoodwinked [29], Werewolf [30], and Diplomacy [31] [32], while Sarkar et al. trained a model for a simpler Among Us variant.The authors claim to be the first to use social games as a sandbox for eliciting, evaluating, and studying harmful behavior in AI agents.Source: §5 · p. 8
Deception in Language Models
- Sleeper agents [7], alignment faking [6], and concurrent work on strategic deception study deception, but their tasks do not capture the sandbox’s goal-directed, instrumental, open-ended behavior.The authors distinguish their setting by allowing agents to elicit such deception through interaction in the game.Source: §5 · p. 8
Safety Techniques for Detecting Deception
6 Discussion
The discussion cautions that the sandbox and detection results may not represent real-world interactions, and distinguishes deceptive capability from willingness. It also identifies potential safety uses, dual-use concerns, and future directions.
6 Discussion
- Results may not represent real-world user-model interactions, and sandbox deception mechanisms may differ from those in real-world settings.The authors also note that detection techniques could work for uninteresting reasons, such as latent associations with impostor or crewmate tokens.Source: §6 · p. 9
- The sandbox tests deceptive capability, not deception propensity—the willingness to deceive in a given situation—and deception is required to win the game.The authors present the game as a proxy for situations where deception helps agents achieve goals under perceived reward structures.Source: §6 · p. 9
- The authors identify the sandbox as a potential benchmark for testing techniques to detect and mitigate deception, and report that sandbox-trained probes detect deception in other settings.They frame safer, more aligned models as a potential downstream impact.Source: §6 · p. 9
- Training in the sandbox could improve AI deception abilities, a gain-of-function concern; the authors argue the risk is relatively low because resulting models would remain limited to the controlled sandbox.They note that deceptive mechanisms might generalize, while such models would not perform economically valuable tasks better than other agents.Source: §6 · p. 9
- Future work includes more models and safety techniques, responsible human trials, controlled-sandbox deception training, and other sandboxes, including more realistic and human-in-the-loop settings.They also propose games that decouple deception from fixed role assignment.Source: §6 · p. 9
7 Conclusion
The paper concludes that Among Us can elicit open-ended agentic deception and that Deception Elo measures this capability. It reports differential deception and detection performance among reasoning models, and releases the sandbox and rollouts for research use.
7 Conclusion
- Among Us elicits natural, open-ended agentic deception, and Deception Elo provides an unbounded measure of deceptive capability.The authors report thousands of game rollouts and that frontier reasoning models are differentially better at deception than detection.Source: §7 · p. 9
- Linear probes and sparse autoencoders show high out-of-distribution deception detection performance, alongside LLM-based monitoring of agent actions.Source: §7 · p. 9
- The authors open-source the sandbox codebase and game rollouts for evaluating AI control techniques and studying deception in controlled settings.They hope the resources contribute to AI safety and more robust and secure AI systems and agents.Source: §7 · p. 9
A Generalization on TruthfulQA
On TruthfulQA, dishonesty probes do not generalize when the model is not trying to be dishonest, and prior text may signal factual incorrectness rather than future deceptive intent. A sample impostor response illustrates strategic planning around an alibi.
A Generalization on TruthfulQA
- Dishonesty probes do not generalize to TruthfulQA without a system prompt when the model is not actually trying to be dishonest.Prior assistant text may signal factual incorrectness, a different signal from intentional dishonesty in future generation.Source: A Generalization on TruthfulQA · p. 14
- The authors test this hypothesis by continuing TruthfulQA responses for 30 tokens from prefilled prompts.The results are presented in Table 2.Source: A Generalization on TruthfulQA · p. 14
B Full Sample Prompt and Model Response
- The sample impostor considers venting toward an isolated crewmate and using an assigned task as an alibi.It plans to move from Electrical to Security, where it has a task and may encounter a crewmate.Source: B Full Sample Prompt and Model Response · p. 15
C Less Data Probes: Performance and Cosine Similarity
The section varies the amount of activation data used to train linear probes and finds that smaller subsets yield differently directed probes despite similar train and test performance.
C Less Data Probes: Performance and Cosine Similarity
- For each data fraction, the authors select probe hyperparameters by validation-set grid search before reporting results.They compare train accuracy, test AUROC, and non-diagonal cosine similarity across fractions of the original activation training data.Source: C Less Data Probes: Performance and… · p. 15
- As the training subset shrinks, linear probes point in different directions but retain similar train and test performance.The authors suggest that many directions in high-dimensional space can distinguish a concept, while more training data helps probes converge to similar directions.Source: C Less Data Probes: Performance and… · p. 15
D LLM-based Evaluations
The paper uses GPT-4o-mini to evaluate agent actions for several skills and presents ROC curves for lying and deception probes in Among Us.
D LLM-based Evaluations
- GPT-4o-mini evaluates agents’ actions for lying, deception, planning, and awareness.The authors provide the evaluation prompt and report the results in Figure 4.Source: D LLM-based Evaluations · p. 16
- The evaluation uses a custom prompt to label each agent’s actions across the listed skills.Source: D LLM-based Evaluations · p. 16
E ROC Curves for Lying and Deception (Among Us)
- The section presents ROC curves for linear probes detecting lying and deception in Among Us.Source: E ROC Curves for Lying and Deception… · p. 16
F SAE-Steering Impostors for Honesty
Manual steering trials found that stronger steering made impostors hallucinate rather than act more honestly; the example shows an impostor repeatedly framing its response as honest.
F SAE-Steering Impostors for Honesty
- The authors demonstrate an attempt to steer Llama-3.3-70b-instruct with a top SAE feature using Goodfire’s Steering API.Source: F SAE-Steering Impostors for Honesty · p. 16
- The example’s impostor repeatedly frames its response and planned speech as honest and transparent.Source: F SAE-Steering Impostors for Honesty · p. 17
- Larger steering amounts made impostors start hallucinating, while smaller amounts left them acting normally.The authors report this outcome from manually trying several steering features and amounts.Source: F SAE-Steering Impostors for Honesty · p. 17
G Token-wise Probe Score Sample
The appendices examine deception-probe scores across token samples and Phi-4 layers, report experiment resource costs, and compare deception and detection Elo ratings with model release dates.
G Token-wise Probe Score Sample
- Probe scores rise and diverge between impostor and crewmate samples toward the model’s thinking and action, but harmless negative words can also trigger probes.The probes identify deception in most situations in the sampled prompts, but are not perfect.Source: G Token-wise Probe Score Sample · p. 17, Figure 11 · p. 21
H Probes Generalization across each Layer
- Across Phi-4’s 40 layers, RepE-trained probes generalize to most datasets except TQA, while other dataset probes do not work equally well across layers.Figure 9 reports AUROC on each test dataset by layer.Source: Figure 9 · p. 18, H Probes Generalization across each… · p. 20
I Compute and API Resource Details
- The experiments include 2,054 games costing $2,000 in API credits, and probe and SAE analyses using GPUs and API credits.Other reported costs include $100 for 400 Llama-3.3 and Phi-4 games, $2 for GPT-4o-mini evaluations, around $400 for GPU time, and $30 for SAE API credits.Source: I Compute and API Resource Details · p. 20
J Deception Elo and Detection Elo against Release Dates
- Newer models improve at deception, but the release-date trend does not appear for detection.Figure 16 plots Elo ratings against release dates with quadratic trend fits.Source: J Deception Elo and Detection Elo… · p. 20, Figure 16 · p. 24