Self-playing Adversarial Language Game Enhances LLM Reasoning
Pengyu Cheng, Tianhao Hu, Han Xu, Zhisong Zhang, Zheng Yuan, Yong Dai,, Lei Han, Nan Du, Xiaolong Li

TL;DR
This paper introduces a self-play adversarial language game called SPAG to enhance large language models' reasoning abilities, demonstrating consistent performance improvements across various benchmarks through reinforcement learning.
Contribution
It presents a novel self-play training framework for LLMs using an adversarial language game, significantly improving their reasoning skills.
Findings
LLMs' reasoning performance improves after self-play training
Self-play leads to continuous enhancement of reasoning abilities
The method achieves broad improvements across multiple benchmarks
Abstract
We explore the potential of self-play training for large language models (LLMs) in a two-player adversarial language game called Adversarial Taboo. In this game, an attacker and a defender communicate around a target word only visible to the attacker. The attacker aims to induce the defender to speak the target word unconsciously, while the defender tries to infer the target word from the attacker's utterances. To win the game, both players must have sufficient knowledge about the target word and high-level reasoning ability to infer and express in this information-reserved conversation. Hence, we are curious about whether LLMs' reasoning ability can be further enhanced by Self-Playing this Adversarial language Game (SPAG). With this goal, we select several open-source LLMs and let each act as the attacker and play with a copy of itself as the defender on an extensive range of target…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsNatural Language Processing Techniques
