Beyond What to Say: Proactive Utterance Timing with Inner Thoughts for Werewolf Agents
Organizations: The University of Electro-Communications, Tokyo, Japan
Abstract
Participating in a conversation involves not only deciding what to say but also whether to speak at all. This judgment carries even greater significance in environments like the Werewolf game, where participants' interests conflict, because both utterances and silence are subject to interpretation and assessment by others. Therefore, determining when to speak, as well as what to say, is crucial for an LLM agent playing the Werewolf game. In this study, we introduce a Werewolf AI agent developed for the Anytime Utterance Track of the AIWolfDial shared task. Our system builds on the existing Inner Thoughts framework, which determines utterance timing during conversations by generating internal thoughts and evaluating the value of each thought for expression at that moment. Since existing methods were designed for general dialogue, we have redesigned the system specifically for the competitive environment and incomplete information setting of Werewolf games. We call our adapted method Adversarial Inner Thoughts. Through experiments involving analysis of self-play logs and human evaluations, we analyze and discuss the effectiveness of our approach.
Figures & tables
| Criterion | Description |
|---|---|
| (a) Contextual Relevance | Whether the thought relates to the current topic, game phase, recent utterances, and public information. |
| (b) Naturalness | Whether expressing the thought fits naturally into the conversation flow without unnecessary repetition or abrupt topic shifts. |
| (c) Temporal Appropriateness | Whether now is the right time to express this thought; thoughts requiring immediate expression are rated higher. |
| (d) Information Utility | Whether expressing the thought organizes or provides information useful for reasoning. |
| (e) Strategic Utility | Whether expressing the thought contributes to reasoning, persuasion, voting decisions, or the agent’s team victory. |
| (f) Risk Control | Whether expressing the thought avoids contradicting past statements, raising suspicion, leaking secret information, or unintentionally revealing strategy. |
| Dimension | Statement |
|---|---|
| Anthropomorphism | The dialogue felt natural and resembled a conversation between humans. |
| Coherence | The dialogue had a natural and consistent flow of discussion throughout. |
| Engagement | Each player was well engaged in the discussion. |
| Turn Appropriateness | The timing of each player’s utterances and silences was contextually and logically appropriate. |
| Initiative | Each player proactively participated in the discussion when necessary. |
| Adaptability | Each player adapted well to the development of the discussion and others’ utterances. |
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
| Role | Team | 5-Player | 9-Player |
|---|---|---|---|
| Villager | Villager | 2 | 3 |
| Seer | Villager | 1 | 1 |
| Medium | Villager | 0 | 1 |
| Bodyguard | Villager | 0 | 1 |
| Werewolf | Werewolf | 1 | 2 |
| Possessed | Werewolf | 1 | 1 |