This paper investigates how knowledge transfers across different dialogue games by finetuning LLM models on games from the clembench suite and finds that some games benefit more from transfer than finetuning, and that the visuospatial family transfers best.
Abstract
Dialogue games represent a challenging setting where complex cognitive skills are required to accomplish tasks while coordinating with other players. Considering that language represents an interface for both understanding the game rules and executing actions, it is reasonable to assume that training on a specific language game will enhance specific capabilities that might be relevant for other tasks as well. Motivated by this rationale, in this paper, we investigate how knowledge transfers across different dialogue games. We study transferability by finetuning LLM models on games from the clembench suite (Chalamalasetti et al., 2023) and performing two analyses: i) we derive a task-transferability graph using a binary integer optimization program from Zamir et al. (2018), using task performance as the main metric; and ii) we compute task vectors (Ilharco et al., 2022) for each game to study similarities across finetuned models and their task transferability. In our first analysis, we find that some games benefit more from transfer than finetuning, and that the visuospatial family (e.g., exploration games) transfers best. With our task vector analysis instead, we find that similarity-based approaches capture game-role relationships but almost no transferability patterns, suggesting that more complex metrics are required.
The results suggest that broad SFT brings most of the model's capability improvement; turn-local supervision can be effective when failure detection is precise, with observed transfer concentrated primarily within-family.
It is suggested that imitating full trajectories helps with playability, while turn-level and teacher-guided training usually improve decision-making and increase the overall score, and small models are performant simply by using careful curation strategies rather than aggressive changes.
A multi-agent LLM meta-learning system is introduced to co-evolve game-agnostic procedural search mechanisms in C++ alongside domain heuristics synthesized directly from game rules, achieving top-tier ratings and pairwise ballot majorities over most baselines across independent evolutionary runs.
Zun Li, John Schultz, Marc Lanctot et al.· 0 citations
The proposed Multi-turn Multimodal Interactive Dialogue (MMID) Benchmark enables comprehensive evaluation of the Perception, Memorization, and Reasoning abilities of MLLMs, and reveals MLLMs perform well with text-based input but degrade with images, requiring improved leverage fine-grained visual cues.
Seulgi Kim, Juoh Sun, Sumin Kim et al.· Proceedings of the 32nd ACM...· 0 citations
This paper introduces a hybrid qualitative model designed for Camelot Jr, a block-puzzle game that requires constructing multi-level bridges to connect two avatars stationed on separate towers, and integrates a mathematical center-of-mass stability logic to guide the qualitative solver.
Most existing game AI research examines individual mechanisms—Dynamic Difficulty Adjustment (DDA), large language model (LLM)-driven NPC dialogue, and Procedural Content Generation (PCG)—in isolation, leaving open the question of how these subsystems interact when evaluated together against a shared user-experience (UX...
Abhinav, Amandeep, Dharmender Kumar, Suraj, Keshav· International Journal of Adv...· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.