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REVIEW 3 major objections 6 minor 3 cited by

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

T0 review · 3 major / 6 minor · reviewed 2026-08-08 · deepseek-v4-flash

Pith's one-line read This paper claims that natural-language communication among agents can be learned without human demonstrations by training language models to listen and speak through dense belief-based rewards, roughly doubling crewmate win rates in a…

desk verdict A solid training recipe whose headline win rate is carried by the supervision signal, not the speaking reward; the speaking reward has a real specification bug worth checking in the code. read the letter →

arxiv 2502.06060 v1 pith:SRWEO5F5 submitted 2025-02-09 cs.AI cs.CLcs.LGcs.MA

classification cs.AIcs.CLcs.LGcs.MA
keywords multi-agentreinforcementlearninglanguagemodelssocialdeductiongamesemergentcommunicationlisteninglossspeakingrewardAmongUsself-play
verification ladder T0 review T1 audit T2 compute T3 formal

The pith

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The reading

The paper claims that natural-language communication among agents can be learned from scratch in a partially observable social deduction game, without any human demonstrations. The authors decompose communication into listening—training each agent to predict the true imposter from the discussion so far—and speaking—using multi-agent reinforcement learning to reward messages that raise the other crewmates' summed probability assigned to the true imposter. In a simplified Among Us environment, the combined training roughly doubles crewmate win rates relative to standard reinforcement learning alone and produces qualitative behaviors familiar from human play, such as directly accusing suspects and citing observations as evidence. The point is that dense, task-relevant belief signals can replace human dialogue data as the learning signal for multi-agent language communication.

What carries the argument

The load-bearing objects are two auxiliary training signals added to the sparse win/loss game reward. The listening loss $\mathcal{L}_L(\pi,\tau_t^i) = -\log\pi(q|\tau_t^i)$ trains each crewmate to assign high probability to the true imposter $q$ given its action-observation history at belief-query points. The speaking reward $r_s^t = B_t - B_{t'}$ with $B_t = \sum_{k\in C_t}\pi_k(q|\tau_t^k)$ rewards a message by the increase in the other living crewmates' summed belief in the true imposter after the message. These are combined with a sparse RL loss, a KL penalty that keeps generations in natural language, and a world-modeling loss that preserves the model's language abilities; one crewmate is frozen to the listening-only policy to prevent degenerate conventions. The mechanism turns the open-ended problem of saying something useful into a dense signal tied to the game's actual deduction question.

What would settle it

The claim would be falsified by a controlled experiment in which the speaking reward is replaced by a reward for truthfulness—say, matching the message's content to the speaker's actual observations—and win rates do not drop; or by showing that a speaker trained only to maximize $r_s^t$ systematically makes false accusations and still wins, which would demonstrate the reward exploits uncalibrated listener beliefs rather than genuine information transfer.

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Extended reading notes

Core claim

The central discovery is that the goal of predicting a hidden world state (who is the imposter) supplies a dense reward that makes language-based communication learnable without demonstrations. Listening is trained as supervised prediction of the true imposter at belief-query timesteps; speaking is trained by the reward $r_s^t = B_t - B_{t'}$, the change in the sum of living crewmates' beliefs in the true imposter after a message. Trained crewmates reach win rates of roughly $0.51$--$0.56$ against adversarially trained imposters on the base environment, about twice the RL-only baseline, while a much larger untrained base model stays below $0.2$. The paper argues that this shows self-improving multi-agent discussion does not require task-specific human data.

Load-bearing premise

The whole scheme rests on the assumption that a message is good exactly when it increases the listeners' stated probability of the true imposter, so if those belief updates can be manipulated by confident lies, the reward will select persuasive rather than truthful communication.

Editorial extensions

If this is right

  • If correct, training an LLM crewmate with the listening loss and speaking reward yields win rates around twice those of RL-only training and well above much larger untrained models.
  • The learned discussion strategies carry across environment shapes, task counts, and player counts, including settings outside the training distribution.
  • Crewmate strategies keep their effectiveness against imposters that are adversarially trained in self-play, with win rates converging to between roughly 0.51 and 0.56.
  • The approach produces interpretable, human-like discussion behavior—accusations and evidence-giving—without any human dialogue data.
  • The same listen-and-speak decomposition could apply to other social deduction games and partially observable tasks that have a well-defined hidden question.

Reading between the lines

Editorial extensions of the paper, not claims the author makes directly.

  • The speaking reward only measures belief shifts, not truthfulness, so the observed fabrication of evidence may be a direct consequence of the reward design; a natural test is to add a truthfulness penalty and check whether win rates and message honesty both improve.
  • The reported gain from adding the speaking reward over listening-plus-RL is small, which suggests a cheaper recipe for other domains might omit the RL speaking term and rely on pretrained language priors for generation.
  • The reward is computed from the same policy being trained, so it is a self-referential signal; generalizing to humans would require tracking human belief updates, which the paper does not test.
  • If the method scales to larger models, it offers a path to training language agents for coordination tasks where human demonstrations are scarce or impossible, an application the paper mentions but does not pursue.
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Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, and a circularity audit.

Referee Report

3 major / 6 minor

Summary. The paper proposes a method for training language-model agents in the social deduction game Among Us without human demonstrations. The method decomposes communication into listening (supervised prediction of the true imposter after discussion messages) and speaking (a reward based on the change in teammates' beliefs in the true imposter after each message), combined with PPO and a world-modeling loss. The authors report that the full method roughly doubles crewmate win rates relative to RL-only, and that trained agents exhibit human-like behaviors such as direct accusations and evidence sharing. The paper includes code and model releases.

Significance. If the method works as described, it would be a useful contribution to training LLM agents to coordinate through natural language in partially observable settings, without needing task-specific human demonstrations. The idea of grounding communication in a dense prediction reward is appealing, and the Among Us-like environment is a good testbed. The paper ships code and models, which is a strength. However, the speaking reward as defined appears to credit the speaker with changes in its own belief, and the reported error bars are min-max over three seeds, which weakens the empirical support for the 'doubling' claim and for the additive benefit of the speaking term.

major comments (3)
  1. [Section 5.2, Eq. (5)-(6)] The speaking reward r_s^t = B_t - B_t' uses B_t = sum_{k in C_t} pi_k(q|tau_k^t) over all living crewmates C_t, which includes the speaker i. Since the speaker's own post-message belief is part of B_t, the reward can be increased by messages that shift the speaker's own posterior toward the true imposter, without requiring any effect on other agents. This contradicts the stated goal in the abstract and Section 5.2 of rewarding 'influence on other agents.' The paper should either exclude the speaker from the sum (if that is the intended semantics) or justify why self-influence is a legitimate component of the reward. If the released code already excludes the speaker, then Eq. (5) is mis-specified and should be corrected; if not, the current experiments do not isolate the effect of communication on other agents.
  2. [Section 6.1, Fig. 3] The paper states that the win-rate difference between RL+L and RL+L+S is 'relatively small' (Section 6.1), but the central claim of 'doubling the win rates' refers to RL+L+S vs RL. The reported error bars are only the minimum and maximum over three seeds, with no standard errors, confidence intervals, or number of evaluation episodes. This makes it impossible to assess whether the speaking reward provides a statistically significant improvement over RL+L, or whether the differences among the curves in Fig. 4 are meaningful. Please report the evaluation protocol (number of episodes per seed, standard errors) and, if possible, provide a significance test or at least non-overlapping confidence intervals for the key comparisons.
  3. [Section 5.2 and Appendix D] The speaking reward is an internal measure based on the trained agents' own belief updates, and the paper acknowledges (Appendix D, Section 7) that agents sometimes make up evidence and state whatever is most convincing. This raises the concern that the reward may incentivize persuasive falsehoods rather than truthful, informative communication, especially since the belief probabilities are produced by the same models being trained. The paper should validate the speaking reward against an external, task-level signal (e.g., correlation with eventual voting accuracy or with the factual correctness of statements) or at least discuss this risk explicitly as a limitation of the reward definition itself. The current discussion treats deception as an emergent human-like behavior, but it may also indicate a misspecified reward.
minor comments (6)
  1. [Section 5.2] Typo: 'animposter' should be 'an imposter'.
  2. [Fig. 3 caption] The caption says 'maximum and minimum expected win rates,' but the values are observed min/max across three runs, not expected values; please rephrase.
  3. [Appendix E, Table 2] The hyperparameter lambda_BC is listed but never defined in the main text or appendix; please either define it or remove it.
  4. [Section 6.1] Please state the number of evaluation episodes used per seed for the win-rate estimates in Figs. 3-5; without this information the reader cannot gauge the precision of the reported differences.
  5. [Appendix C] The introductory sentence 'All samples below are from the perspective of the imposter' is confusing because some samples appear to be from the perspective of a crewmate; please clarify the perspective in each sample.
  6. [Section 5.3] The design choice of freezing one crewmate to the listening-only policy pi_L is central to the training and evaluation, but the paper does not analyze how sensitive the results are to this choice (e.g., varying the number of frozen agents or the frozen policy type); a brief ablation or discussion would strengthen the robustness claims.

Circularity Check

1 steps flagged · score 4.0 of 10

Eq. (6) credits the speaker's own belief change as part of the speaking reward, so the claimed other-agent influence signal is partly self-referential; the central win-rate result remains externally evaluated.

  1. self definitional [Section 5.2, Eqs. (5)-(6)]
    "let B_t be the sum of all living crewmates' beliefs, B_t = Σ_{k∈C_t} π_k(q|τ_k^t), where the q represents voting out the correct imposter, and C_t is the set of all living crewmates at time t. If t′ is the previous belief-querying timestep, then the reward for crewmate i, who just finished speaking, is r_s^t = B_t − B_t′."

    Because C_t includes every living crewmate, the speaker i is inside both sums, so r_s^t contains π_i(q|τ_i^t) − π_i(q|τ_i^{t′}). The only event between the two belief queries is i's own message, so the reward credits the speaker's change in its own belief. The policy being trained generates both the message and the post-message belief, so r_s^t can be increased by self-persuasion (e.g., making an accusation that raises the model's own posterior on q) without any other agent updating. This contradicts the paper's stated objective of 'rewarding messages based on their influence on other agents.' The reported behavior that agents 'simply make up evidence and state whatever is most convincing' (Section 6.1) is consistent with optimizing this self-referential reward.

full rationale

The central claim—that RL plus the listening loss approximately doubles crewmate win rates relative to RL-only—is supported by external win-rate evaluations against base models and RL baselines (Figs. 3-4), so it is not circular. The listening loss (Eq. 2) uses ground-truth imposter identity q as a supervised signal, which is independent of the policy's own outputs. However, the speaking reward is partially self-definitional: Eq. (5) sums beliefs over all living crewmates, including the speaker, so Eq. (6) rewards the speaker's own belief change between successive surveys. This is a concrete specification issue in the paper's own equations, not a speculation about intent. The paper itself notes the marginal gain from the speaking term is small, so this issue does not undermine the primary win-rate result, but it does weaken the claim that speaking was improved by rewarding influence on other agents. No load-bearing self-citation chain or imported uniqueness theorem was found; self-citations (Hu & Sadigh, Kwon et al., Hawkins et al.) appear only as related work. Score of 4 reflects one real self-referential reward term while the central result retains independent external content.

Assumptions & free parameters 4 free parameters · 4 assumptions · 0 invented entities

The method relies on several tuned hyperparameters and the assumption that belief change is a good proxy for communication success. No new structural or physical entities are introduced.

free parameters (4)
  • lambda_L (listening loss weight) = 3.0 for pi_RL+L+S, 0.1 for pi_RL+L (Table 2)
    Tuned manually to stabilize training; the paper notes different values for different policies.
  • lambda_S (speaking reward weight) = 1.0
    Tuned manually; scales the speaking reward.
  • lambda_WM (world modeling loss weight) = 1.0
    Tuned manually; added to preserve language modeling abilities and stabilize training.
  • lambda_NL (KL constraint weight) = 0.05
    Tuned manually; the paper says careful tuning is required to keep generations in natural language.
assumptions (4)
  • standard math The social deduction game is modeled as a partially observable Markov game with the additional answer structure (Q, q).
    The POMG framing in Section 3 is a standard formalization.
  • domain assumption The change in crewmates' beliefs, B_t - B_t', is a valid causal measure of a message's influence on communication.
    This is the speaking reward in Eq. (6). It assumes no confounding factors change beliefs between the two query timesteps, and that belief changes reflect useful information.
  • domain assumption The listening loss with ground-truth imposter identity produces well-calibrated beliefs that can serve as a reward signal for speaking.
    The speaking reward uses pi_k(q|tau_k^t), which is trained by the listening loss. If beliefs are miscalibrated, the reward may be misleading.
  • ad hoc to paper Freezing one crewmate to the listening-only policy pi_L is sufficient to prevent degenerate conventions without biasing the evaluation.
    Section 6.3 says training all crewmates leads to degenerate solutions, and freezing one crewmate fixes it. This is a design choice not derived from first principles.

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Cite this review

Pith. "Pith review of Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning." pith.science (2026). https://pith.science/paper/SRWEO5F5

@misc{pith2026250206060,
  author       = {Pith},
  title        = {Pith review of: Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning},
  year         = {2026},
  howpublished = {\url{https://pith.science/paper/SRWEO5F5}},
  note         = {Machine review of arXiv:2502.06060}
}
read the original abstract

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/

Figures

Figures reproduced from arXiv: 2502.06060 by the authors.

Figure 1
Figure 1. Examples of the gameplay and discussion phases of [PITH_FULL_IMAGE:figures/full_fig_p002_1.png] view at source ↗
Figure 2
Figure 2. Diagram of the embodied gameplay loop. The envi [PITH_FULL_IMAGE:figures/full_fig_p004_2.png] view at source ↗
Figure 3
Figure 3. Win rates for crewmates trained with different [PITH_FULL_IMAGE:figures/full_fig_p006_3.png] view at source ↗
Figures from the paper (2 more)
Figure 4
Figure 4. Figure 4: Win rates for crewmates trained with different algorithms over different configurations of the environment, modifying [PITH_FULL_IMAGE:figures/full_fig_p007_4.png]
Figure 5
Figure 5. Figure 5: Exploitability curves for policies over self-play it [PITH_FULL_IMAGE:figures/full_fig_p008_5.png]

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    You: wait All agents are allowed to just “wait” in a room until something changes in the environment, or “go” to an adjacent room, taking time to travel. If there is a corpse near an agent, they can “report body” and initiate the discussion phase. Crewmates can “do task” to do...

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    World: You can perform any of the following actions: go north; wait; do task; go south; wait

  34. [2017]

    arXiv:1707.06347 [cs.LG]

    Proximal Policy Optimization Algorithms. arXiv:1707.06347 [cs.LG]

  35. [2024]

    In Advances in Neural Information Processing Systems (NeurIPS)

    N-Agent Ad Hoc Teamwork. In Advances in Neural Information Processing Systems (NeurIPS)

Pith tools

Reviewed August 8, 2026 · model on record in the stance chip above.