When Numbers Start Talking: Numerical Signalling and Strategic Behaviour Among LLMs
Authors: Alessio Buscemi, Daniele Proverbio, Alessandro Di Stefano, The Anh Han, German Castignani, Pietro Liò
Organizations: Luxembourg Institute of Science and Technology, Esch-Belval 4362, Luxembourg · Department of Industrial Engineering, University of Trento, Trento 38123, Italy · School of Computing, Engineering, and Digital Technologies (SCEDT), Teesside University, Middlesbrough TS1 3BX, United Kingdom · Department of Computer Science and Technology, University of Cambridge, Cambridge CB3 0FD, United Kingdom
Large language model (LLM)-based agents increasingly operate in multi-agent systems (MAS) characterised by strategic interaction. However, little is known about whether, and to what extent, different types of messages affect the outcomes of strategic games. By investigating AI agents based on four popular LLMs, playing four games with different cooperation equilibria, we study whether messages of different kinds (natural language, numerical signals, or random sequences) significantly modify the levels of cooperation in each game, also depending on the agents' assigned personalities. We observe that structured messages alter the final payoffs for most games and LLMs, but without a predictable pattern; this challenges the assumption that AI agents can converge to stable equilibria regardless of additional capabilities. Moreover, we observe that agent-generated numerical messages depart from randomness, most strongly and consistently when agents are explicitly instructed to communicate; however, they introduce an additional interpretability challenge, as their symbol distributions are mostly associated with the payoff structure and typically become more concentrated with repetition, but are overall difficult for humans to interpret. Monitoring for coordination of AI agents through restricted channels should thus prioritise message-level fingerprints, which generalise across models, over behavioural decisions, which do not.
Figures & tables
ID
Communication
Message source
Constraints / intent
None
No communication
None
No messages exchanged between agents
NL
Natural language (EN)
LLM-generated
Explicit human language communication
I (D), I (H)
Instructed signalling (Dec / Hex)
LLM-generated
Explicit instruction to exchange numbers; no predefined semantics
LR (D), LR (H)
Random output (Dec / Hex)
LLM-generated
Numbers generated without any communicative instruction
R (D), R (H)
Injected random (Dec / Hex)
External pseudorandom generator
Numbers injected from outside; no agent control or intent
TABLE I: Communication modes considered in the experiments. D/H denote decimal or hexadecimal number representations.
Fig. 1: One-shot games: mean cooperation Cˉg,p,t,c (pure Cooperation = 1, pure Defection = 0) by messaging mode c (on the axes of each radar plot, cf. Table I ) and personality combination p (colour-coded), for the four models (on the rows) across the four games (on the columns).
Fig. 2: Repeated games (final-round decisions): mean cooperation by communication type and personality combination (colour-coded), for the four models (rows) across the four games (columns). Comparing these results with Fig. 1 shows the impact of game repetition.
Fig. 3: Mean Pearson correlation between the round-by-round cooperation trajectories Yj under each messaging mode (x-axis, see Table I ) and the trajectory X under natural language, per model (colour-coded), in repeated games. Error bars are 95% t -CI over the available game × pairing series (excluding (C, C); degenerate series with constant cooperation are dropped. The error bars may extend above 1 or below −1 because they are symmetric around the mean; it does not imply that correlation exceeds these bounds.
Fig. 4: Normalised Shannon entropy of numerical messages by mode (x-axis, see Table I ) and model (colour-coded), for one-shot (top) and repeated (bottom) games. Each box summarises the distribution over the four games.
I (D)
I (H)
Setting
Game
1st
2nd
3rd
4th
5th
1st
2nd
3rd
4th
5th
One-shot
H
5 ∣ 65.1%
1 ∣ 14.2%
0 ∣ 8.83%
2 ∣ 4.83%
3 ∣ 3.77%
5A ∣ 6.83%
1A ∣ 3.84%
0A ∣ 2.92%
1F4 ∣ 2.38%
5 ∣ 2.35%
SD
3 ∣ 30.62%
0 ∣ 23.67%
5 ∣ 17.66%
1 ∣ 16.46%
2 ∣ 4.37%
1A3 ∣ 2.57%
1A2 ∣ 1.2%
A1 ∣ 0.97%
3E8 ∣ 0.87%
1F4 ∣ 0.83%
SH
4 ∣ 32.7%
0 ∣ 22.13%
1 ∣ 20.43%
3 ∣ 12.17%
2 ∣ 6.02%
1A3 ∣ 3.3%
1A2 ∣ 1.35%
2B ∣ 1.35%
2B4 ∣ 1.04%
1F4 ∣ 1.04%
PD
1 ∣ 41.53%
0 ∣ 40.67%
2 ∣ 4.73%
5 ∣ 4.17%
3 ∣ 2.87%
1A3 ∣ 2.42%
3E8 ∣ 2.09%
0 ∣ 1.68%
1F4 ∣ 1.62%
1A2 ∣ 1.35%
Repeated
H
5 ∣ 83.4%
2 ∣ 5.6%
3 ∣ 1.9%
200 ∣ 1.2%
100 ∣ 1.1%
5A ∣ 12.5%
1A ∣ 3.4%
5A3 ∣ 1.6%
2A ∣ 1.6%
7A ∣ 1.6%
TABLE II: Top 5 most frequent symbols for GPT-4o, computed separately for each instructed-signalling mode, I(D) and I(H). Shares are percentages of all symbols transmitted in the corresponding mode, setting, and game. Cells report symbol ∣ share .
I (D)
I (H)
Model
H
SD
SH
PD
H
SD
SH
PD
GPT-4o
96.7 ∣ 93.1
92.8 ∣ 99.9
93.4 ∣ 90.2
94.0 ∣ 95.3
18.3 ∣ 20.6
6.4 ∣ 8.0
8.1 ∣ 7.7
9.2 ∣ 10.0
Mistral Large
78.5 ∣ 100
89.4 ∣ 94.7
76.6 ∣ 96.6
64.8 ∣ 99.6
55.6 ∣ 91.0
40.8 ∣ 59.2
36.5 ∣ 50.4
33.2 ∣ 89.9
Claude Haiku 4.5
100 ∣ 100
99.9 ∣ 100
98.2 ∣ 100
99.5 ∣ 99.7
78.6 ∣ 88.6
68.4 ∣ 84.4
55.5 ∣ 83.0
52.2 ∣ 82.3
DeepSeek-V3
99.7 ∣ 100
96.2 ∣ 100
98.0 ∣ 98.0
90.8 ∣ 99.9
44.3 ∣ 40.7
45.7 ∣ 15.4
42.9 ∣ 57.3
49.7 ∣ 58.2
TABLE III: Cumulative share (%) of the 5 most frequent symbols, computed separately for each instructed-signalling mode, I(D) and I(H), per model and game. Cells report one-shot ∣ repeated .
Appendix figures & tables5 assets
Supplementary material from the paper’s appendix.
Appendix
ID
Contrast
CˉA
CˉB
nA
nB
Δ [95% CI]
padj
c1
GPT-4o os PD (C,S): I(D) vs None
.34
.49
50
50
−.15[−.23,−.08]
.0013
c2
GPT-4o os SH (C,S): NL vs None
.35
.52
50
50
−.17[−.26,−.08]
.0013
c3
GPT-4o os SH (C,S): I(D) vs None
.35
.52
50
50
−.17[−.25,−.09]
.0013
c4
GPT-4o os PD (S,S): NL vs None
.14
.00
50
50
+.14[.08,.21]
.0013
c5
GPT-4o rep PD (C,S): NL vs numeric
.53
.19
20
120
+.33[.20,.47]
.0013
c6
Mistral os PD (C,C): R vs others
.59
.95
100
300
−.36[−.40,−.32]
.0013
Appendix
TABLE IV: Focal behavioural contrasts (difference of mean cooperation, group A minus group B), with bootstrap 95% CIs and Holm-adjusted two-sided permutation p -values. os = one-shot, rep = repeated.
Harmony
Snowdrift
Stag Hunt
Prisoner’s Dilemma
S
M
R2
S
M
R2
S
M
R2
S
M
R2
I (D)
.449 ∣ .209
.159 ∣ .041
.290 ∣ .080
.481 ∣ .505
.309 ∣ .317
.407 ∣ .432
.497 ∣ .429
.303 ∣ .220
.415 ∣ .339
.394 ∣ .624
.240 ∣ .411
.292 ∣ .512
I (H)
.840 ∣ .792
.408 ∣ .304
.673 ∣ .561
.932 ∣ .875
.541 ∣ .563
.851 ∣ .774
.916 ∣ .876
.501 ∣ .594
.810 ∣ .780
.916 ∣ .857
.541 ∣ .529
.813 ∣ .743
LR (D)
.955 ∣ .948
.669 ∣ .709
.910 ∣ .914
.962 ∣ .942
.738 ∣ .671
.930 ∣ .900
.960 ∣ .951
.693 ∣ .747
.924 ∣ .924
.960 ∣ .946
.696 ∣ .728
.923 ∣ .913
LR (H)
.962 ∣ .937
.655 ∣ .721
.922 ∣ .903
.959 ∣ .930
.645 ∣ .706
.916 ∣ .895
.961 ∣ .950
.714 ∣ .747
.928 ∣ .923
.959 ∣ .936
.631 ∣ .727
.913 ∣ .903
R (D)
.980 ∣ .994
.818 ∣ .888
.964 ∣ .989
.981 ∣ .994
.833 ∣ .894
.965 ∣ .988
.981 ∣ .994
.846 ∣ .888
.965 ∣ .989
.981 ∣ .994
.848 ∣ .900
.965 ∣ .988
Appendix
TABLE V: Normalised entropies for one-shot and repeated games (GPT-4o reference model). Each cell reports one-shot ∣ repeated . S = Shannon, M = Min, R2 = Renyi-2.
Channel
One-shot
Repeated
I (D)
12/30
17/34
I (H)
9/30
12/35
LR (D)
11/30
7/30
LR (H)
12/27
5/33
R (D)
0/26
2/32
R (H)
0/27
1/29
Appendix
TABLE VI: Receiver conditioning: number of model × game × pairing combinations in which the mutual information between the received message (modal symbol, top-5 binned) and the receiver’s action is significant at α=.05 under a run-level permutation null, out of testable combinations.
Fig. 6: Round-by-round mean cooperation for the GPT-4o reference model in repeated games, per game and messaging mode, pooled over the (C, S) and (S, S) pairings used in the trajectory-correlation analysis ((C, C) is excluded there as it converges immediately to full cooperation). Natural language is drawn with a thicker black line.
Model
Channel
n
ρ
[95% CI]
GPT-4o
I (D)
8
.502
[.22,.79]
GPT-4o
I (H)
8
.394
[.05,.74]
GPT-4o
LR (D)
8
.434
[−.06,.93]
GPT-4o
LR (H)
8
.187
[−.23,.61]
GPT-4o
R (D)
8
.358
[−.06,.78]
GPT-4o
R (H)
8
.382
[.06,.71]
Appendix
TABLE VII: Mean Pearson correlation ρ with the natural-language trajectory, with 95% t -CIs over the n available game × pairing series (excl. (C,C); degenerate series dropped). Intervals may extend beyond ±1 because the t -interval is symmetric around the mean; this does not imply that any correlation exceeds these bounds.
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