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MARSHAL: Incentivizing Multi-Agent Reasoning via Self-Play with Strategic LLMs

Huining Yuan, Zelai Xu, Zheyue Tan, Xiangmin Yi, Mo Guang, Kaiwen Long, Haojia Hui, Boxun Li, Xinlei Chen, Bo Zhao, Xiao-Ping Zhang, Chao Yu, Yu Wang

arXiv:2510.15414v3cs.AI

TL;DR

Multi-agent reasoning with LLMs matters for long-horizon settings, but RL faces credit-assignment and advantage-estimation challenges in multi-turn, multi-agent tasks. MARSHAL trains through strategic-game self-play using turn-level advantages and agent-specific normalization. Its reported gains extend from held-out games to zero-shot multi-agent reasoning benchmarks.

  • Problem

    Extending RL from single-agent reasoning to multi-turn, multi-agent tasks is underexplored, with long-horizon credit assignment and heterogeneous roles, information, and payoff scales complicating advantage estimation.

    Source: §1 · p. 2
  • Method

    MARSHAL trains LLMs through self-play in cooperative and competitive strategic games, using turn-level advantage estimation and agent-specific advantage normalization.

    Source: §1 · p. 2
  • Results

    MARSHAL agents show gains across held-out games and multi-agent reasoning benchmarks, including zero-shot performance improvements of up to 10.0% on AIME, 7.6% on GPQA, and 3.5% on average across all benchmarks.

    Source: §1 · p. 2
  • Takeaways & Limitations

    Self-play in cooperative and competitive strategic games is presented as an approach for developing generalizable multi-agent reasoning capabilities in LLMs.

    Source: §6 · p. 10

    The study uses two-player games; scaling to larger N-player environments raises challenges involving non-stationarity, population diversity, and credit assignment.

    Source: §6 · p. 10

Abstract

from arXiv · show

Developing Large Language Models (LLMs) to cooperate and compete effectively within multi-agent systems (MASs) is a critical step towards more advanced intelligence. While reinforcement learning (RL) has proven effective for enhancing reasoning in single-agent tasks, its extension to multi-turn, multi-agent scenarios remains underexplored due to the challenges of long-horizon credit assignment and agent-specific advantage estimation. To address these challenges, we introduce MARSHAL, an end-to-end RL framework that incentivizes Multi-Agent Reasoning through Self-play witH strAtegic LLMs in both cooperative and competitive games. MARSHAL features a turn-level advantage estimator that aligns learning signals with each interaction for credit assignment, and an agent-specific advantage normalization to stabilize multi-agent training. By learning with self-play across cooperative and competitive games, MARSHAL agents trained from Qwen3-4B develop strong strategic abilities, with up to 28.7% performance improvements in held-out games. More importantly, the capability acquired through self-play generalizes beyond games, yielding consistent performance gains of MASs in reasoning benchmarks. When integrated into leading MASs, our MARSHAL agent achieves significant zero-shot performance gains of up to 10.0% on AIME, 7.6% on GPQA-Diamond, and 3.5% on average across all benchmarks. These results establish self-play in strategic games as a powerful approach for developing generalizable multi-agent reasoning capabilities in LLMs.

1 INTRODUCTION

LLMs need to cooperate and compete in multi-agent systems, but extending reinforcement learning to multi-turn interactions brings challenges in credit assignment and advantage estimation. MARSHAL uses self-play with strategic LLMs and two advantage-estimation techniques; its reported gains extend from held-out games to multi-agent reasoning benchmarks.

1 INTRODUCTION

  • LLMs’ ability to cooperate and compete in multi-agent systems is a frontier for AI because many real-world scenarios involve agents interacting over long horizons.The introduction names negotiation, strategic gameplay, and collaborative software development as examples.Source: §1 · p. 2
  • Long-horizon credit assignment and variance in advantage estimates complicate RL for multi-turn, multi-agent tasks with heterogeneous roles, asymmetric information, and different payoff scales.Actions can earn immediate rewards while jointly contributing to a final sparse reward, making turn-level attribution difficult.Source: §1 · p. 2
  • MARSHAL combines turn-level advantage estimation for fine-grained credit assignment with agent-specific advantage normalization to stabilize training across heterogeneous roles.The framework learns through self-play in cooperative and competitive games.Source: §1 · p. 2
  • Up to 10.0% on AIME, 7.6% on GPQA, and 3.5% on average across all benchmarks are zero-shot performance improvements reported when MARSHAL agents are integrated into multi-agent systems.MARSHAL agents trained from Qwen3-4B also show up to 28.7% performance improvements in three held-out games.Source: §1 · p. 2
  • The paper reports experiments and ablations showing strategic ability and multi-agent reasoning that generalize to held-out games and multi-agent LLM systems.The evaluated systems include AutoGen and MAD.Source: §1 · p. 2

2 PRELIMINARY

The preliminary section contrasts static single-response RL with strategic games, where an episode spans multiple turns and decisions occur at both turn and token levels.

2 PRELIMINARY

  • Static-task RL assigns a terminal reward after the model generates a complete Chain-of-Thought response, framing the process as one turn of token generation.The supplied passage introduces this setup but ends before completing its description.Source: §2 · p. 2
  • Figure 2 contrasts player-trajectory generation through self-play with GRPO’s naive advantage estimation and MARSHAL’s estimation for multi-turn, multi-agent credit assignment.The figure places trajectory generation on the left, naive GRPO estimation in the middle, and MARSHAL estimation on the right.Source: Figure 2 · p. 3
  • In the token-level MDP, the state is the previously generated tokens, the action is the next token, and the policy aims to maximize final sparse reward.A task question q conditions the token-level policy.Source: §2 · p. 3
  • In strategic games, an entire game is an episode modeled as a turn-level MDP, with each turn’s action being a multi-token output generated by the autoregressive policy.The game state can include the board configuration or cards in hand.Source: §2 · p. 3

3 METHOD

MARSHAL extends GRPO self-play to multi-turn cooperative and competitive games, using turn-level and role-specific advantage estimation to address credit assignment and advantage-estimation challenges. The method also specifies game environments and reward signals for training.

3.1 SELF-PLAY WITH GRPO

  • MARSHAL adapts GRPO by treating self-play game trajectories as grouped responses, assigning their terminal returns across turns and normalizing separate game groups independently.Source: §3.1 · pp. 3–4

3.2 ADVANTAGE ESTIMATION FOR MULTI-TURN, MULTI-AGENT LEARNING

  • MARSHAL sums rewards from each turn onward before normalizing cumulative returns, avoiding global normalization of heterogeneous intermediate rewards and centering advantages around batch-return means.The paper describes this as providing a more stable learning signal for multi-turn decision-making.Source: §3.2 · p. 4
  • Because returns can depend on player role, MARSHAL groups trajectories by role and normalizes turn advantages against that role’s mean cumulative reward.Source: §3.2 · p. 4

3.3 GAME ENVIRONMENTS

  • Training/evaluation pairs are Tic-Tac-Toe/Connect Four, Kuhn Poker/Leduc Hold’em, and Mini Hanabi/Simple Hanabi, spanning competitive and cooperative settings.The held-out games are selected as more complex evaluations of generalization.Source: §3.3 · p. 5

3.4 REWARD DESIGN

  • Game outcomes provide the primary training signal, supplemented by format-validity rewards and a turn-level verbosity penalty.Valid format earns +0.05; invalid actions incur -10.0 and terminate the game, while the verbosity penalty scales linearly beyond a threshold with lmin=11, lmax=2048, and α=0.5.Source: §3.4 · p. 5

4 EXPERIMENTS

Experiments test MARSHAL’s strategic ability, transfer to downstream multi-agent systems, emergent reasoning patterns, and algorithmic design.

4.1 EXPERIMENTAL SETUP

  • Qwen-4B specialists were trained on Tic-Tac-Toe, Kuhn Poker, or Mini Hanabi, while a generalist trained on all three was evaluated against strong opponents and on held-out games.The evaluation also tests zero-shot transfer in MAD and AutoGen, qualitative reasoning patterns, failure modes, and ablations.Source: §4.1 · pp. 5–6

4.2 STRATEGIC ABILITY

  • The generalist achieved 28.7% improvement on Leduc Hold’em and 22.9% on Simple Hanabi, while specialists generalized to more complex held-out games.The Tic-Tac-Toe specialist also improved smoothly on the out-of-distribution Mini Hanabi task.Source: Figure 3 · p. 6, §4.2 · p. 6, Figure 4 · p. 6

4.3 GENERALIZATION TO MULTI-AGENT SYSTEMS

  • 3.51% average gain over original Qwen3-4B across all benchmarks, with 7.57% on GPQA-Diamond in MAD and 10.00% on AIME in AutoGen.The generalist performs robustly across both competitive MAD and cooperative AutoGen settings.Source: Table 1 · p. 7, §4.3 · p. 7

4.4 REASONING PATTERN AND FAILURE MODE ANALYSIS

  • Competitive-game training yielded role-aware behavior that transferred from choosing a defensive second move in Tic-Tac-Toe to taking the negative-side role in MAD.The analysis presents these as qualitative examples of emergent reasoning patterns.Source: §4.4 · p. 7, Table 2 · p. 8
  • Cooperative Hanabi training fostered intent recognition that transferred to inferring collaborator uncertainty in AutoGen, including from a missing TERMINATE token.The paper characterizes this as a component of Theory of Mind.Source: §4.4 · pp. 7–8
  • On GPQA-Diamond in MAD, MARSHAL reduced Inter-Agent Misalignment by 11.5% and System Design Issues by approximately 7%.The largest Inter-Agent Misalignment reductions came from fewer Task Derailment and Ignored Other Agent’s Input failures.Source: §4.4 · p. 8, Figure 5 · p. 8

4.5 ABLATION STUDIES

  • Fixed-opponent training overfit static opponents and environments, with the Kuhn Poker specialist showing severe degradation on non-poker games.Table 3 compares self-play with the fixed-opponent variant using average normalized game returns.Source: Table 3 · p. 9, §4.5 · p. 9
  • Removing turn-level advantage estimation or agent-specific normalization degraded performance, especially in long-horizon or competitive games with distinct player returns.Normalization’s effect was mild for the cooperative Hanabi specialist, whose players have similar return distributions.Source: Table 4 · p. 9, §4.5 · p. 9, Figure 6 · p. 9

5 RELATED WORK

Related work covers fixed-model multi-agent workflows, reinforcement learning for LLMs, and self-play training; MARSHAL combines self-play with multi-agent training and evaluation.

LLM-based multi-agent systems

Reinforcement learning for LLMs

  • Most RL for LLMs targets single-turn or single-agent tasks; MT-GRPO addresses turn-level credit assignment but normalizes turn rewards turn-by-turn.MARSHAL instead uses a sum-then-normalize approach for robustness across strategic games with varying turn counts.Source: §5 · p. 10

Self-play training of LLMs

  • Prior LLM self-play work targets alignment or strategic play in specific games, while SPAG and SPIRAL study reasoning transfer through zero-sum games and single-agent evaluation.MARSHAL covers cooperative and competitive games and evaluates generalization in multi-agent systems; its agent-specific normalization is analogous to SPIRAL’s role-conditioned advantage estimation (Cheng et al., 2024; Liu et al., 2025).Source: §5 · p. 10

6 DISCUSSION

MARSHAL uses self-play in cooperative and competitive strategic games to cultivate multi-agent reasoning, and the authors argue that game-honed skills translate to general multi-agent systems. They identify two-player training as a current scope boundary and larger-player settings and social sandboxes as directions for future work.

6 DISCUSSION

  • The authors argue that self-play in cooperative and competitive strategic games cultivates multi-agent reasoning and that game-honed skills translate to general multi-agent systems.They describe self-play as a scalable paradigm for training LLM agents.Source: §6 · p. 10
  • The study uses two-player games as efficient prototypes, while scaling to larger N-player environments raises challenges in non-stationarity, population diversity, and credit assignment.The authors say these challenges warrant dedicated future investigation.Source: §6 · p. 10
  • The authors identify complex social sandboxes, including simulated software engineering and collaborative research, as directions for training agents in practical domains.Source: §6 · p. 10

REPRODUCIBILITY STATEMENT

The authors make the code, model checkpoints, and training scripts publicly available, with configurations for replicating key experiments.

ETHICS STATEMENT

The ethics statement notes the dual-use potential of enhanced LLM-agent capabilities and says the authors used LLMs only to improve writing clarity and readability.

ETHICS STATEMENT

  • The authors identify the dual-use nature of enhanced LLM-agent capabilities as the work's primary ethical consideration.They note possible malicious applications alongside goals of beneficial cooperation and competition.Source: ETHICS STATEMENT · p. 11
  • The authors released code and models to encourage further study into the safety and alignment of more capable agents.Source: ETHICS STATEMENT · p. 11

A USE OF LLMS

  • LLMs were used as writing assistants for grammar, clarity, and readability; the authors state that the core research is their original work.Source: A USE OF LLMS · p. 15

B IMPLEMENTATION DETAILS

The implementation uses ROLL for RL post-training and multi-turn rollouts, with vLLM, Megatron-LM, OpenSpiel, and VS-Bench supporting inference, distributed training, and game environments. Training and generation settings are specified, and the authors point to Table 5 for the unified hyperparameter configuration.

B IMPLEMENTATION DETAILS

  • MARSHAL is built on ROLL; its stack uses vLLM for rollout inference, Megatron-LM for distributed training, and OpenSpiel and VS-Bench for game environments.ROLL provides support for agentic, multi-turn rollouts.Source: B IMPLEMENTATION DETAILS · p. 15
  • Training uses Qwen-4B, online self-play updates, batch sizes of 128 trajectories for specialists and 384 for the generalist, and 200 optimization steps.The Adam optimizer uses a cosine schedule, warming up for 10 steps to 1 × 10−6 before decaying to 0.Source: B IMPLEMENTATION DETAILS · p. 15
  • Self-play rollout generation uses nucleus sampling with temperature 0.6, Top-P 0.99, and Top-K 100 to encourage diverse, coherent strategy exploration.Source: B IMPLEMENTATION DETAILS · p. 15
  • Models were trained on a single server with 8 NVIDIA H100 GPUs.Source: B IMPLEMENTATION DETAILS · p. 15

C HYPERPARAMETERS

  • The authors use a unified hyperparameter configuration for all trained models and provide the complete settings in Table 5.Source: C HYPERPARAMETERS · p. 15

D EVALUATION DETAILS

The evaluation tests strategic-game proficiency against fixed opponents and assesses transfer to single-agent and multi-agent reasoning benchmarks.

D EVALUATION DETAILS

  • Competitive games are tested against fixed opponents, including MCTS agents for Tic-Tac-Toe and Connect Four and Nash-equilibrium policies for Kuhn Poker and Leduc Hold’em.The Connect Four MCTS agents use 10 or 100 simulations; Tic-Tac-Toe agents use 100 or 1,000.Source: D EVALUATION DETAILS · p. 15
  • Competitive-game performance averages returns across both player positions, Hanabi uses standard self-play return, and every game setting evaluates 1,000 games.Source: D EVALUATION DETAILS · p. 15
  • Downstream evaluation covers mathematics and general QA benchmarks, using MASLab for multi-agent tests and a maximum output length of 8,192 tokens.Single-agent benchmarks use Qwen2.5-Math evaluation scripts or lm-evaluation-harness.Source: D EVALUATION DETAILS · p. 16

E SCALING TO LARGER MODELS

The section tests MARSHAL at 8B scale, separates the effects of its algorithm and game selection, and compares its advantage estimation with MT-GRPO.

E SCALING TO LARGER MODELS

  • On held-out complex games, MARSHAL-8B significantly improves over the Qwen3-8B base model, raising Leduc Hold’em from 7.26% to 53.89% and Simple Hanabi from 4.55% to 37.27%.Source: E SCALING TO LARGER MODELS · p. 16
  • 2.60% average improvement in competitive MAD and 3.90% in cooperative AutoGen: MARSHAL-8B outperforms the base model in both settings.On AIME, MAD rises from 70.00% to 80.00%, while AutoGen rises from 60.00% to 70.00%.Source: E SCALING TO LARGER MODELS · p. 17, Table 7 · p. 17

F COMPARISON WITH SPIRAL: DECOUPLING ALGORITHM AND GAME

  • The controlled comparison varies either the advantage estimator, replacing MARSHAL with SPIRAL’s RAE, or the game mix, restricting MARSHAL training to competitive games.These variants isolate algorithm and cooperative-game contributions, respectively.Source: F COMPARISON WITH SPIRAL: DECOUPLING… · p. 17

F.1 STRATEGIC ABILITY COMPARISON

  • 54.33% to 24.93% in Mini Hanabi and 36.75% to 5.53% in Simple Hanabi: replacing MARSHAL with RAE sharply reduces cooperative-game performance.Training only on competitive games also yields low Hanabi scores.Source: §F.1 · p. 17, Table 8 · p. 18

F.2 GENERALIZATION TO MULTI-AGENT SYSTEMS

  • 75.96% average: full MARSHAL leads the competitive MAD comparison, while competitive-only training performs comparably in that competitive framework.For cooperative AutoGen, competitive-only training averages 80.34% versus MARSHAL’s 82.15%; the authors conclude both cooperative games and MARSHAL’s credit-assignment algorithm matter.Source: §F.2 · p. 18, Table 9 · p. 18, Table 10 · p. 18

G.1 THEORETICAL DIFFERENCES

  • MARSHAL’s cumulative-return normalization is presented as addressing variable trajectory lengths and preserving long-term action effects, unlike MT-GRPO’s turn-by-turn reward normalization.The authors argue later-turn batch sizes shrink under MT-GRPO as shorter trajectories end.Source: §G.1 · pp. 18–19

G.2 EMPIRICAL COMPARISON

  • 50.48% to 36.67% in Mini Hanabi: MT-GRPO underperforms MARSHAL; MARSHAL also has higher averages in MAD (75.01% vs. 73.77%) and AutoGen (80.15% vs. 79.10%).The game comparison includes training and held-out games; downstream comparisons use Tic-Tac-Toe specialists.Source: §G.2 · p. 19, Table 11 · p. 19, Table 12 · p. 19

H HYPERPARAMETER ANALYSIS ON RESPONSE LENGTH PENALTY

The section examines response-length regularization, describes game-specific observations and prompts, and points to full-result tables.

H HYPERPARAMETER ANALYSIS ON RESPONSE LENGTH PENALTY

  • Removing the length penalty increases average response length from 1,700 to 1,954 tokens and raises overlong-response failures from 9.6% to 20.4%.Mini Hanabi performance falls from 50.48% to 38.18%; α = 1.0 retains comparable strategic performance to the default α = 0.5.Source: H HYPERPARAMETER ANALYSIS ON RESPONSE… · p. 20, Table 13 · p. 20

I GAME OBSERVATION AND PROMPT

  • Game prompts supply state and action information tailored to each game; Hanabi hides the agent’s own hand while showing other players’ hands and game tokens.Mini Hanabi is used for training, while the more complex Simple Hanabi variant is used for out-of-distribution evaluation.Source: I GAME OBSERVATION AND PROMPT · pp. 22, 24, 25

J FULL RESULTS

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