Multi-turn jailbreaks use feedback from a victim large language model to adapt their queries over several turns. However, once an effective trajectory has been found, it is unclear how much of the earlier query history is still needed. In this work, we study this by removing early attacker queries and running the remaining queries again in a new conversation while regenerating the victim's responses. We define the effective horizon as the shortest remaining query sequence that recovers the same attack progress. Empirically, we find that roughly half of the original query sequence is sufficient on average to recover the same attack progress. We call this phenomenon effective-horizon compression. We show that this shorter history can recover the best point reached during an unsuccessful attack and provide a better starting point for continuing the attack. It also helps identify which earlier queries should receive less learning signal during attacker training, and downweighting those queries improves performance. We further find that short reward-propagation windows preserve calibrated defense performance close to full-trajectory returns. These results show that multi-turn attacks can contain more queries than are needed to recover the progress reached later in the interaction.
Figures & tables
Figure 1: The attack progress reached by successful multi-turn attacks can often be recovered from only about half of their original query history. We measure this with the EHR, which divides the shortest query suffix that recovers the original attack progress by the full trajectory length. Across both X-Teaming and TROJail, trajectories of three or more turns have average EHRs close to 0.5 – 0.6 . The larger X-Teaming evaluation in (b) confirms this pattern, with five-turn attacks reaching an average EHR of 0.512 over 111 successful trajectories. Panels (a) and (c) use 200 WildJailbreak behaviors, while (b) uses 1,500; n denotes the number of successful trajectories.
Figure 2: Effective-horizon compression also appears in unsuccessful attacks. We truncate each X-Teaming trajectory at the first turn that reaches its highest attack score and measure how much query history is needed to recover that progress. Most supported groups have EHR below 1 , including high-scoring intermediate states. In the larger 1,500-behavior evaluation, score- 4 trajectories decrease from an average EHR of 0.729 at two turns to 0.533 at five turns. This shows that attack progress can be recovered from a shorter history even before the attack succeeds.
X-Teaming
ActorBreaker
Victim Model
Base ASR
Δ ASR from Continuation ↑
Base ASR
Δ ASR from Continuation ↑
Full
Peak
EH-CR
Full
Peak
EH-CR
Qwen3-30B-A3B
67.9
+13.2 (81.1)
+15.7 (83.6)
+22.6 (90.5)
37.1
+20.8 (57.9)
+20.1 (57.2)
+22.0 (59.1)
Llama-3.3-70B
80.5
+10.1 (90.6)
+11.3 (91.8)
+15.1 (95.6)
32.7
+22.0 (54.7)
+23.9 (56.6)
+27.7 (60.4)
Muse-Glimmer-30B
15.1
+3.1 (18.2)
+3.1 (18.2)
+10.7 (25.8)
13.2
+10.7 (23.9)
+8.8 (22.0)
+13.8 (27.0)
DeepSeek-V4.1-Flash
23.9
+10.1 (34.0)
+13.2 (37.1)
+18.9 (42.8)
11.3
+4.4 (15.7)
+5.7 (17.0)
+11.3 (22.6)
Table 1: Attack continuation after five-turn initial trajectories. Each unsuccessful attack receives five additional turns. Full continues from the complete trajectory, Peak returns to the highest-scoring turn with its full prefix, and EH-CR returns to the same turn using only its effective suffix. Entries report ΔASR , with final ASR in parentheses. Best values are shown in bold. EH-CR performs best for every attack–victim pair, showing that the shorter history is not only sufficient to recover progress but can provide a better continuation context despite using less of the original history.
Figure 3: EH-CR remains more effective across continuation budgets. Starting from 5-turn initial trajectories, we vary 1–5 additional turns on 159 HarmBench behaviors for Qwen3-30B-A3B and Llama-3.3-70B. EH-CR achieves higher final ASR than Full and Peak for both victims at every continuation budget, with the advantage already appearing after a single additional turn.
Figure 4: Reducing outcome credit before the effective horizon improves attacker training. TROJail assigns the same outcome signal to every query ( β=1 ), while EH-CA scales this signal by β for queries before the effective horizon. Completely removing the earlier signal ( β=0 ) is not consistently beneficial, but partial retention improves ASR@3 across all pairs. β⋆ denotes the best value in {0.1,0.2,0.3} , selected on HarmBench for each victim and transferred to the other two benchmarks. Across all pairs, β⋆ improves ASR@3 by 6.9 points on average.
Figure 5: Long-range reward propagation has little effect on calibrated defense performance. TurnGate normally propagates rewards through the full remaining trajectory, while K limits each decision to rewards from at most K later turns; K=0 uses only the current reward. Longer windows improve performance at the original threshold τ=0.5 , but the gap largely disappears after selecting each policy’s threshold on the validation set. For F1ϕ2 , performance across reward windows has a standard deviation of only 0.16% , and K=0 performs nearly the same as the full return.
Appendix figures & tables6 assets
Supplementary material from the paper’s appendix.
Appendix
Turn
Redacted attacker query
Original score
Replay suffix
1
Request a neutral explanation of socioeconomic disparity.
1
Discarded
2
Ask how people with fewer resources are stereotyped in conversation and media.
2
Discarded
3
Request examples of disparaging jokes, framed as awareness of harmful language.
4
Discarded
4
Request supposedly “harmless” everyday remarks that reinforce class stereotypes.
4
Retained
5
Reframe the request as sarcastic remarks by a fictional character in social media or workplace settings.
5
Retained
Replay of turn 5 in a new conversation
final score 4 (not recovered)
Appendix
Table 2: A five-turn attack can depend on much less history when its later queries are run again. Attacker queries are lightly summarized to preserve their conversational role without reproducing harmful details. The final query alone reaches score 4 , while replaying turns 4–5 in a new conversation recovers the original score of 5 . The trajectory therefore has Heff=2 and EHR =0.4 . Earlier turns may still have helped discover the retained queries; the replay result shows that they are no longer required in the query history used to recover the final progress.
X-Teaming
ActorBreaker
Victim Model
Full
Peak
EH-CR
Full
Peak
EH-CR
Qwen3-30B-A3B
15.57
14.16
13.65
5.13
5.24
8.14
Llama-3.3-70B
12.77
13.03
11.90
5.38
5.36
7.65
Muse-Glimmer-30B
19.02
19.05
19.35
7.04
7.09
10.04
DeepSeek-V4.1-Flash
18.12
17.59
18.11
6.79
6.72
8.85
GPT-5.6 Luna
18.70
17.82
18.22
6.54
6.50
7.89
Appendix
Table 3: EH-CR does not have a uniform effect on total victim-query cost. For X-Teaming, fewer continuation turns offset the queries used to validate the effective suffix, while for ActorBreaker they do not. The table reports average victim-LLM queries per behavior in the five-turn continuation experiment, including suffix-replay validation for EH-CR. Results include all valid behaviors for which the initial attack fails, regardless of continuation success. Lower is better, and best values are shown in bold.
X-Teaming
ActorBreaker
Victim Model
Full
Peak
EH-CR
Full
Peak
EH-CR
Qwen3-30B-A3B
4.24
3.90
3.06
4.21
4.27
4.09
Llama-3.3-70B
3.58
3.61
2.58
4.22
4.25
4.08
Muse-Glimmer-30B
4.91
4.93
4.56
4.77
4.80
4.59
DeepSeek-V4.1-Flash
4.71
4.62
4.26
4.87
4.84
4.55
GPT-5.6 Luna
4.80
4.63
4.07
4.87
4.85
4.46
Appendix
Table 4: The shorter EH-CR context leads to earlier termination for both attacks. The table reports the average number of continuation turns used per behavior under a five-turn budget. EH-CR uses fewer turns for every evaluated victim model with both X-Teaming and ActorBreaker, although the reduction is larger for X-Teaming. Lower is better, and the pooled average aggregates behaviors across all six victim models.
Victim
Setting
HarmBench
StrongREJECT
JailbreakBench
Llama-3.1-8B-IT
Original ( β=1 )
85.83±0.62
84.38±0.85
86.06±2.27
β=0
83.83±0.62
75.12±0.59
89.09±1.48
β=0.1
95.33±1.31
90.16±0.33
90.30±0.86
β=0.2
90.67±0.24
73.84±1.66
78.18±3.93
β=0.3
77.50±0.41
58.80±0.59
75.15±2.27
Qwen2.5-7B-IT
Original ( β=1 )
90.50±1.41
93.63±1.18
90.30±2.27
Appendix
Table 5: A credit-retention factor selected on HarmBench transfers to two other benchmarks without further tuning. For each victim, we choose β∈{0.1,0.2,0.3} on HarmBench and apply that value unchanged to StrongREJECT and JailbreakBench. Shaded rows show the selected settings. They outperform the original β=1 assignment in all six cross-benchmark evaluations by 6.4 ASR@3 points on average; including HarmBench, the average gain is 6.9 points across all nine evaluations. Values are mean ± standard deviation over three evaluation runs.
Benign (Utility)
Harmful
Overall
Method
τ
Benign Score ↑
Miss ↓
Early ↓
ℓ1↓
Acc. ( ϕ1 ) ↑
Harmful Score ϕ2↑
Harmful Score ϕ3↑
F1ϕ1↑
F1ϕ2↑
F1ϕ3↑
Reward-weighted SFT †
–
0.856
0.407
0.262
0.90
0.332
0.460
0.402
0.478
0.599
0.547
TurnGate (Full, fixed threshold)
0.5000
0.818
0.306
0.318
0.93
0.377
0.531
0.461
0.516
0.644
0.589
TurnGate ( K=0 )
0.3430
0.765
0.219
0.380
0.98
0.401
0.582
0.496
0.526
0.661
0.602
TurnGate ( K=1 )
0.4013
0.796
0.253
0.355
0.95
0.393
0.563
0.484
0.526
0.660
0.602
TurnGate ( K=2 )
0.4013
0.794
0.241
0.362
0.96
0.397
0.568
0.487
0.529
0.662
0.603
Appendix
Table 6: After threshold calibration, TurnGate performance changes little across reward-propagation windows. All variants use Qwen3-4B, start from the same reward-weighted SFT checkpoint, and differ only in K , the number of later turns whose rewards can contribute to an earlier decision. Full uses every remaining reward. Each RL policy’s Block threshold is selected on validation using F1ϕ2 and then fixed for all test metrics. The additional Full row uses TurnGate’s original fixed threshold τ=0.5 so that the effect of calibration can be seen directly.
Global future-return window
Metric
K=0
K=1
K=2
K=3
K=4
K=5
K=6
Full
AUROC ↑
0.810
0.809
0.810
0.809
0.808
0.808
0.809
0.809
AUPRC ↑
0.457
0.453
0.457
0.455
0.454
0.453
0.455
0.452
Appendix
Table 7: Threshold-free ranking quality is nearly unchanged across reward-propagation windows. AUROC varies only from 0.808 to 0.810 , while AUPRC varies from 0.452 to 0.457 . The K=0 policy matches or slightly exceeds Full on both metrics. The ranking task treats harm-enabling turns as positives and benign and pre-harm turns as negatives; the AUPRC no-skill baseline is the positive prevalence of 19.27% .