Ethical Considerations of Large Language Models in Game Playing
Qingquan Zhang, Yuchen Li, Bo Yuan, Julian Togelius, Georgios N. Yannakakis, Jialin Liu

TL;DR
This paper explores the ethical issues of large language models in game playing, highlighting gender bias and discrimination, and emphasizes the need for fair and ethical AI development in interactive environments.
Contribution
It provides an analysis of gender bias in LLMs within game scenarios, specifically in Werewolf, and discusses broader ethical challenges and future directions.
Findings
LLMs exhibit gender bias affecting game fairness.
Gender bias persists even with implicit gender cues.
Certain roles are more sensitive to gender information.
Abstract
Large language models (LLMs) have demonstrated tremendous potential in game playing, while little attention has been paid to their ethical implications in those contexts. This work investigates and analyses the ethical considerations of applying LLMs in game playing, using Werewolf, also known as Mafia, as a case study. Gender bias, which affects game fairness and player experience, has been observed from the behaviour of LLMs. Some roles, such as the Guard and Werewolf, are more sensitive than others to gender information, presented as a higher degree of behavioural change. We further examine scenarios in which gender information is implicitly conveyed through names, revealing that LLMs still exhibit discriminatory tendencies even in the absence of explicit gender labels. This research showcases the importance of developing fair and ethical LLMs. Beyond our research findings, we…
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