Self-Play RL

RL: Reinforcement Learning

Overview

Self-play reinforcement learning studies how agents can improve by competing or cooperating with other versions of themselves, reducing reliance on fixed opponents or human-labeled examples. Methods include policy-gradient training with search, equilibrium and opponent-population methods, and challenger–solver loops that generate tasks and use verifiers or rubrics for feedback. These approaches are used in games such as Go, poker, and Hanabi, as well as language-model reasoning, tool use, and interactive driving. A central challenge is that agents can overfit to their training partners or collapse into unhelpful strategies, so diverse evaluation, useful task generation, and stable rewards remain important.

Latest papers

83 papers15 papers in the last four weeks, up 88% on the four weeks before. 0.1% of all new papers.

May 9, 2026

Breaking the Impasse: Dual-Scale Evolutionary Policy Training for Social Language Agents

While Reinforcement Learning with Verifiable Rewards (RLVR) has proven effective for closed-ended tasks, extending it to open-ended social language games via self-play reveals a critical issue: evolution impasse. Due to the vast strategy space, language agents frequently converge to homogenized behaviors, leading to deterministic match outcomes that eliminate the gradient signals necessary for policy evolution. To tackle this issue, we propose Dual-scale Evolutionary Policy Training (DEPT) for social language games. DEPT introduces a time-scaled evolutionary perception mechanism that detects impasse by quantifying dual-scale value baseline divergence alongside match entropy. Upon perceiving the collapse, it then activates asymmetric advantage reshaping to dynamically modulate the optimization landscape for intervention. Thus, our method effectively restores gradient signals and enforces sustained strategic exploration. Extensive experiments on multiple social language games demonstrate that DEPT outperforms strong baselines, avoiding policy degeneration and driving the continuous evolution of social language agents.
May 8, 2026

The Attacker in the Mirror: Breaking Self-Consistency in Safety via Anchored Bipolicy Self-Play

Self-play red team is an established approach to improving AI safety in which different instances of the same model play attacker and defender roles in a zero-sum game, i.e., where the attacker tries to jailbreak the defender; if self-play converges to a Nash equilibrium, the model is guaranteed to respond safely within the settings of the game. Although the parameter sharing enforced by the use of the same model for the two roles improves stability and performance, it introduces fundamental theoretical and architectural limitations. We show that the set of Nash equilibria that can be reached corresponds to a broad class of behaviours that includes trivial always refuse strategies and oracle-like defenders, thus limiting practical applicability. We then show that when attacker and defender share and update the same base model, the dynamics collapse to self-consistency, so that attacks do not enforce adversarial pressure on the defender. In response, we propose Anchored Bipolicy Self-Play, which trains distinct role-specific LoRA adapters on top of a frozen base model, thereby maintaining stable optimisation while preserving adversarial pressure through explicit role separation. In relation to standard self-play, we show up to 100x greater parameter efficiency than finetuning and consistent improvements in safety compared to self-play fine-tuned models. We evaluate on Qwen2.5-{3B, 7B,14B}-IT models across widely used safety benchmarks, showing improved robustness without loss of reasoning ability. Cross-play experiments further show that our attacker and defender models are superior to self-play in terms of adversarial defence and safety.
May 7, 2026

SPARK: Self-Play with Asymmetric Reward from Knowledge Graphs

Self-play reinforcement learning has shown strong performance in domains with formally verifiable structure, such as mathematics and coding, where both problem generation and reward computation can be grounded in explicit rules. Extending this paradigm to scientific literature is more challenging: the relationships among multi-modal elements within and across documents are rarely made explicit in text, which makes automatic generation of relational reasoning questions difficult and weakens the reliability of reward signals. We propose SPARK (Self-Play with Asymmetric Reward from Knowledge Graphs), a framework that automatically constructs a unified knowledge graph (KG) from multi-document scientific literature and uses it as the structural basis for self-play. KG paths over multimodal nodes serve as a source for generating relational reasoning questions, and structured facts stored in the KG provide a basis for verifiable reward computation. A single small vision-language model (sVLM) alternates between Proposer and Solver roles under information asymmetry against a fixed KG, a design that we believe can be naturally extended toward online adaptation in future work. We evaluate SPARK on public benchmarks and a self-constructed cross-document multi-hop QA dataset. Results show that SPARK consistently outperforms flat-corpus-based self-play baselines, and the performance gap widens as hop count increases, suggesting that KG-structure grounding contributes to relational multi-hop reasoning beyond what unstructured corpus grounding can provide.
May 4, 2026

A Structural Threshold in Decision Capacity Governs Collapse in Self-Play Reinforcement Learning

We show that a threshold in decision capacity determines whether self-play reinforcement learning agents collapse under asymmetric rule perturbations. Across poker variants, matrix games, a dice game, and multiple learning algorithms, eliminating all positive-reach contingent decisions causes rapid convergence to a deterministic exploitation attractor, a fixed point at near-maximal loss. Preserving even a single positive-reach contingent decision point prevents this collapse. A frozen baseline and fixed-opponent control confirm that the mechanism is co-adaptation under constraint, not the perturbation itself. The phenomenon is timing-invariant, fully reversible upon action restoration, and intensifies under function approximation. These results establish a sharp threshold at zero reach-weighted contingent action capacity, with severity scaling continuously via reach-weighted capacity in the tested domains.
May 4, 2026

When Actions Disappear: Adversarial Action Removal in Self-Play Reinforcement Learning

We study adversarial action masking in self-play reinforcement learning: an attacker selectively removes legal actions from a victim's action set. Unlike observation or action perturbations, removal eliminates decision options before the agent acts. Across poker games scaling from 6 to 5,531 information states and two non-poker domains, learned masking causes substantially more damage than random masking and learned perturbation baselines. The attack persists across Q-learning, PPO, NFSP, neural NFSP, and DQN victims; transfers across agents; is amplified by self-play; and shows no recovery under extended masked training. Mechanistically, the adversary targets high-value decision points, captured by reach-weighted contingent action capacity (CACw_w) and a value-weighted refinement CACv_v. These results identify action availability as a distinct robustness surface in self-play RL.
Apr 30, 2026

ANCORA: Learning to Question via Manifold-Anchored Self-Play for Verifiable Reasoning

We propose a paradigm shift toward open-ended curriculum self-play: rather than learning to answer on a fixed prompt set, a unified policy learns to question: generating verifiable problems, solving them, and turning verifier feedback into self-improvement without human-annotated solutions. We introduce ANCORA, in which the policy alternates between a Proposer that synthesizes novel specifications and a Solver that produces verified solutions, anchored by three load-bearing mechanisms: a two-level group-relative update coupling Proposer advantages across specifications with Solver advantages across solution attempts; iterative self-distilled SFT projecting the base model onto its valid-output manifold before RL; and a UCB-guided Curriculum DAG whose policy-induced problem set can provably expand under self-composition. Without these stabilizers, sparse verifier feedback drives Proposer collapse even under MLRL-aligned rewards; with them, ANCORA bootstraps a verifiable curriculum from zero human solutions. Instantiated in Verus, ANCORA lifts Dafny2Verus pass@1 from a 26.6% SFT baseline to 81.5% in test-time training (TTT, 0-shot), outperforming PSV self-play by 15.8 points despite PSV's 1-shot inference; in a transfer setting, training from Dafny2Verus seeds yields 36.2% and 17.2% pass@1 on held-out MBPP and HumanEval.
Apr 22, 2026

Scaling Self-Play with Self-Guidance

LLM self-play algorithms are notable in that, in principle, nothing bounds their learning: a Conjecturer model creates problems for a Solver, and both improve together. However, in practice, existing LLM self-play methods do not scale well with large amounts of compute, instead hitting learning plateaus. We argue this is because over long training runs, the Conjecturer learns to hack its reward, collapsing to artificially complex problems that do not help the Solver improve. To overcome this, we introduce Self-Guided Self-Play (SGS), a self-play algorithm in which the language model itself guides the Conjecturer away from degeneracy. In SGS, the model takes on three roles: Solver, Conjecturer, and a Guide that scores synthetic problems by their relevance to unsolved target problems and how clean and natural they are, providing supervision against Conjecturer collapse. Our core hypothesis is that language models can assess whether a subproblem is useful for achieving a goal. We evaluate the scaling properties of SGS by running training for significantly longer than prior works and by fitting scaling laws to cumulative solve rate curves. Applying SGS to formal theorem proving in Lean4, we find that it surpasses the asymptotic solve rate of our strongest RL baseline in fewer than 80 rounds of self-play and enables a 7B parameter model, after 200 rounds of self-play, to solve more problems than a 671B parameter model pass@4.
Apr 21, 2026

Bootstrapping Post-training Signals for Open-ended Tasks via Rubric-based Self-play on Pre-training Text

Self-play has recently emerged as a promising paradigm for post-training Large Language Models (LLMs). In self-play, the target LLM creates the task input (e.g., a question), which it then addresses itself by producing a task output (e.g., an answer). A reward model evaluates the output, and the rewards are used to train the LLM, typically via Reinforcement Learning (RL). A key benefit of self-play for post-training LLMs is its minimal supervision costs: self-play avoids the need for high-quality input-output pairs traditionally constructed by humans or expensive proprietary models. Existing work, however, explores self-play only for verifiable tasks, such as math and coding, for which objective ground truth is available and easily checkable. In this paper, we seek to extend self-play to more realistic open-ended tasks. We propose POP, a self-play framework that uses the same LLM to synthesize evaluation rubrics along with each input-output pair. The rubric is used to evaluate outputs and train the model. Crucially, we ground the framework on a content-rich pretraining corpus to (1) enable an exploitable generation-verification gap and reduce reward hacking, and (2) prevent mode collapse. On Qwen-2.5-7B, POP increases performance of both the pretrained base model and instruction-tuned model on multiple tasks ranging from long-form healthcare QA to creative writing and instruction following.
Apr 20, 2026

Stratagem: Learning Transferable Reasoning via Trajectory-Modulated Game Self-Play

Games offer a compelling paradigm for developing general reasoning capabilities in language models, as they naturally demand strategic planning, probabilistic inference, and adaptive decision-making. However, existing self-play approaches rely solely on terminal game outcomes, providing no mechanism to distinguish transferable reasoning patterns from game-specific heuristics. We present STRATAGEM, which addresses two fundamental barriers to reasoning transfer: domain specificity, where learned patterns remain anchored in game semantics, and contextual stasis, where static game contexts fail to cultivate progressive reasoning. STRATAGEM selectively reinforces trajectories exhibiting abstract, domain-agnostic reasoning through a Reasoning Transferability Coefficient, while incentivizing adaptive reasoning development via a Reasoning Evolution Reward. Experiments across mathematical reasoning, general reasoning, and code generation benchmarks demonstrate substantial improvements, with particularly strong gains on competition-level mathematics where multi-step reasoning is critical. Ablation studies and human evaluation confirm that both components contribute to transferable reasoning.
Apr 18, 2026

Improving LLM Code Reasoning via Semantic Equivalence Self-Play with Formal Verification

We introduce a self-play framework for semantic equivalence in Haskell, utilizing formal verification to guide adversarial training between a generator and an evaluator. The framework leverages Liquid Haskell proofs for validating equivalence and execution-based counterexamples for inequivalence, organized via a difficulty-aware curriculum. To facilitate this, we release OpInstruct-HSx, a synthetic dataset of ≈\approx28k validated Haskell programs. Empirical experiments show that our evaluator transfers effectively to downstream tasks, achieving up to 13.3pp accuracy gain on EquiBench and consistent gains on PySecDB. Ablation studies on the SEQ-SINQ regimes indicate that while inequivalence supervision provides data volume, equivalence proofs are uniquely responsible for the model's reasoning capabilities. The entire training pipeline and dataset are publicly released on GitHub and Hugging Face respectively.
Apr 15, 2026

ππ-Play: Multi-Agent Self-Play via Privileged Self-Distillation without External Data

Deep search agents have emerged as a promising paradigm for addressing complex information-seeking tasks, but their training remains challenging due to sparse rewards, weak credit assignment, and limited labeled data. Self-play offers a scalable route to reduce data dependence, but conventional self-play optimizes students only through sparse outcome rewards, leading to low learning efficiency. In this work, we observe that self-play naturally produces a question construction path (QCP) during task generation, an intermediate artifact that captures the reverse solution process. This reveals a new source of privileged information: self-play can provide high-quality privileged information for the self-distillation at low cost and at scale, without relying on human feedback or curated privileged information. Leveraging this insight, we propose Privileged Information Self-Play (ππ-Play), a novel multi-agent self-evolution framework combining self-play and self-distillation. In ππ-Play, an examiner generates tasks together with QCPs, and a teacher employs QCP as privileged context to densely supervise a student via self-distillation. This design transforms sparse-reward self-play into a dense-feedback co-evolution. Extensive experiments show that data-free ππ-Play surpasses fully supervised search agents and improves evolutionary efficiency by 2-3×\times over conventional self-play. Code is available at https://github.com/zhyaoch/pi-play.
Apr 8, 2026

Beyond Pessimism: Offline Learning in KL-regularized Games

We study offline learning in KL-regularized two-player zero-sum games, where policies are optimized with respect to a fixed reference policy through KL regularization. Prior work relies on pessimistic value estimation to handle distribution shift, yielding only O~(1/n)\widetilde{\mathcal{O}}(1/\sqrt n) statistical rates. We develop a new pessimism-free algorithm and analytical framework for KL-regularized games, built on the smoothness of KL-regularized best responses and a stability property of the Nash equilibrium induced by skew symmetry. This yields, to our knowledge, the first pessimism-free offline learning guarantee for KL-regularized games, with a fast O~(1/n)\widetilde{\mathcal{O}}(1/n) sample complexity bound. We further propose an efficient self-play policy optimization algorithm that replaces exact equilibrium computation with iterative KL-regularized policy updates, and prove that its last iterate preserves the same pessimism-free statistical guarantee up to a controlled optimization error.
Apr 7, 2026

Reproducing AlphaZero on Tablut: Self-Play RL for an Asymmetric Board Game

This work investigates the adaptation of the AlphaZero reinforcement learning algorithm to Tablut, an asymmetric historical board game featuring unequal piece counts and distinct player objectives (king capture versus king escape). While the original AlphaZero architecture successfully leverages a single policy and value head for symmetric games, applying it to asymmetric environments forces the network to learn two conflicting evaluation functions, which can hinder learning efficiency and performance. To address this, the core architecture is modified to use separate policy and value heads for each player role, while maintaining a shared residual trunk to learn common board features. During training, the asymmetric structure introduced training instabilities, notably catastrophic forgetting between the attacker and defender roles. These issues were mitigated by applying C4 data augmentation, increasing the replay buffer size, and having the model play 25 percent of training games against randomly sampled past checkpoints. Over 100 self-play iterations, the modified model demonstrated steady improvement, achieving a BayesElo rating of 1235 relative to a randomly initialized baseline. Training metrics also showed a significant decrease in policy entropy and average remaining pieces, reflecting increasingly focused and decisive play. Ultimately, the experiments confirm that AlphaZero's self-play framework can transfer to highly asymmetric games, provided that distinct policy/value heads and robust stabilization techniques are employed.
Apr 4, 2026

Territory Paint Wars: Diagnosing and Mitigating Failure Modes in Competitive Multi-Agent PPO

We present Territory Paint Wars, a minimal competitive multi-agent reinforcement learning environment implemented in Unity, and use it to systematically investigate failure modes of Proximal Policy Optimisation (PPO) under self-play. A first agent trained for 84,00084{,}000 episodes achieves only 26.8%26.8\% win rate against a uniformly-random opponent in a symmetric zero-sum game. Through controlled ablations we identify five implementation-level failure modes -- reward-scale imbalance, missing terminal signal, ineffective long-horizon credit assignment, unnormalised observations, and incorrect win detection -- each of which contributes critically to this failure in this setting. After correcting these issues, we uncover a distinct emergent pathology: competitive overfitting, where co-adapting agents maintain stable self-play performance while generalisation win rate collapses from 73.5%73.5\% to 21.6%21.6\%. Critically, this failure is undetectable via standard self-play metrics: both agents co-adapt equally, so the self-play win rate remains near 50%50\% throughout the collapse. We propose a minimal intervention -- opponent mixing, where 20%20\% of training episodes substitute a fixed uniformly-random policy for the co-adaptive opponent -- which mitigates competitive overfitting and restores generalisation to 77.1%77.1\% (±12.6%\pm 12.6\%, 1010 seeds) without population-based training or additional infrastructure. We open-source Territory Paint Wars to provide a reproducible benchmark for studying competitive MARL failure modes.
Mar 31, 2026

Heterogeneous Self-Play for Realistic Highway Traffic Simulation

Realistic highway simulation is critical for scalable safety evaluation of autonomous vehicles, particularly for interactions that are too rare to study from logged data alone. Yet highway traffic generation remains challenging because it requires broad coverage across speeds and maneuvers, controllable generation of rare safety-critical scenarios, and behavioral credibility in multi-agent interactions. We present PHASE, Policy for Heterogeneous Agent Self-play on Expressway, a context-aware self-play framework that addresses these three requirements through explicit per-agent conditioning for controllability, synthetic scenario generation for broad highway coverage, and closed-loop multi-agent training for realistic interaction dynamics. PHASE further supports different vehicle profiles, for example, passenger cars and articulated trailer trucks, within a single policy via vehicle-aware dynamics and context-conditioned actions, and stabilizes self-play with early termination of unrecoverable states, at-fault collision attribution, highway-aware reward shaping, coupled curricula, and robust policy optimization. Despite being trained only on synthetic data, PHASE transfers zero-shot to 512 unseen high-interaction real scenarios in exiD, achieving a 96.3% success rate and reducing ADE/FDE from 6.57/12.07 m to 2.44/5.25 m relative to a prior self-play baseline. In a learned trajectory embedding space, it also improves behavioral realism over IDM, reducing Frechet trajectory distance by 13.1% and energy distance by 20.2%. These results show that synthetic self-play can provide a scalable route to controllable and realistic highway scenario generation without direct imitation of expert logs.
Mar 22, 2026

WIST: Web-Grounded Iterative Self-Play Tree for Domain-Targeted Reasoning Improvement

Recent progress in reinforcement learning with verifiable rewards (RLVR) offers a practical path to self-improvement of language models, but existing methods face a key trade-off: endogenous self-play can drift over iterations, while corpus-grounded approaches rely on curated data environments. We present WIST, a Web-grounded Iterative Self-play Tree framework for domain-targeted reasoning improvement that learns directly from the open web without requiring any pre-arranged domain corpus. WIST incrementally expands a domain tree for exploration, and retrieves and cleans path-consistent web corpus to construct a controllable training environment. It then performs Challenger--Solver self-play with verifiable rewards, and feeds learnability signals back to update node posteriors and guide subsequent exploration through an adaptive curriculum. Across four backbones, WIST consistently improves over the base models and typically outperforms both purely endogenous self-evolution and corpus-grounded self-play baselines, with the Overall gains reaching +9.8 (Qwen3-4B-Base) and +9.7 (OctoThinker-8B). WIST is also domain-steerable, improving Qwen3-8B-Base by +14.79 in medicine and Qwen3-4B-Base by +5.28 on PhyBench. Ablations further confirm the importance of WIST's key components for stable open-web learning. Our Code is available at https://github.com/lfy-123/WIST.
Feb 24, 2026

Tool-R0: Self-Evolving LLM Agents for Tool-Learning from Zero Data

Large language models (LLMs) are becoming the foundation for autonomous agents that can use tools to solve complex tasks. Reinforcement learning (RL) has emerged as a common approach for injecting such agentic capabilities, but typically under tightly controlled training setups. It often depends on carefully constructed task-solution pairs and substantial human supervision, which creates a fundamental obstacle to open-ended self-evolution toward superintelligent systems. In this paper, we propose Tool-R0 framework for training general purpose tool-calling agents from scratch with self-play RL, under a zero-data assumption. Initialized from the same base LLM, Tool-R0 co-evolves a Generator and a Solver with complementary rewards: one proposes targeted challenging tasks at the other's competence frontier and the other learns to solve them with real-world tool calls. This creates a self-evolving cycle that requires no pre-existing tasks or datasets. Evaluation on different tool-use benchmarks show that Tool-R0 yields 92.5 relative improvement over the base model and surpasses fully supervised tool-calling baselines under the same setting. Our work further provides empirical insights into self-play LLM agents by analyzing co-evolution, curriculum dynamics, and scaling behavior.
Feb 24, 2026

Regret-Guided Search Control for Efficient Learning in AlphaZero

Reinforcement learning (RL) agents achieve remarkable performance but remain far less learning-efficient than humans. While RL agents require extensive self-play games to extract useful signals, humans often need only a few games, improving rapidly by repeatedly revisiting states where mistakes occurred. This idea, known as search control, aims to restart from valuable states rather than always from the initial state. In AlphaZero, prior work Go-Exploit applies this idea by sampling past states from self-play or search trees, but it treats all states equally, regardless of their learning potential. We propose Regret-Guided Search Control (RGSC), which extends AlphaZero with a regret network that learns to identify high-regret states, where the agent's evaluation diverges most from the actual outcome. These states are collected from both self-play trajectories and MCTS nodes, stored in a prioritized regret buffer, and reused as new starting positions. Across 9x9 Go, 10x10 Othello, and 11x11 Hex, RGSC outperforms AlphaZero and Go-Exploit by an average of 77 and 89 Elo, respectively. When training on a well-trained 9x9 Go model, RGSC further improves the win rate against KataGo from 69.3% to 78.2%, while both baselines show no improvement. These results demonstrate that RGSC provides an effective mechanism for search control, improving both efficiency and robustness of AlphaZero training. Our code is available at https://rlg.iis.sinica.edu.tw/papers/rgsc.
Feb 9, 2026

Learning to Drive in New Cities Without Human Demonstrations

While autonomous vehicles have achieved reliable performance within specific operating regions, their deployment to new cities remains costly and slow. A key bottleneck is the need to collect many human demonstration trajectories when adapting driving policies to new cities that differ from those seen in training in terms of road geometry, traffic rules, and interaction patterns. In this paper, we show that self-play multi-agent reinforcement learning can adapt a driving policy to a substantially different target city using only the map and meta-information, without requiring any human demonstrations from that city. We introduce NO data Map-based self-play for Autonomous Driving (NOMAD), which enables policy adaptation in a simulator constructed based on the target-city map. Using a simple reward function, NOMAD substantially improves both task success rate and trajectory realism in target cities, demonstrating an effective and scalable alternative to data-intensive city-transfer methods. Project page: https://zerlinwang.github.io/NOMAD/
Jan 26, 2026

Teaching Models to Teach Themselves: Reasoning at the Edge of Learnability

RL methods for scaling large reasoning models stall on datasets with low initial success rates, and thus little training signal. We investigate a fundamental question: Can a pretrained LLM leverage latent knowledge to generate an automated curriculum for problems it cannot solve? We explore this with SOAR: An asymmetric self-play framework that uses meta-RL to surface these pedagogical signals. A teacher model proposes synthetic problems for a student model, and is rewarded with its improvement on a subset of hard problems, thus grounding the curriculum in real student progress rather than intrinsic proxy rewards. Our study on the hardest subsets of math benchmarks (0/128 success) reveals three core findings. First, it is possible to realize bilevel meta-RL that unlocks learning under sparse, binary rewards by sharpening a latent capacity of pretrained models to generate useful problems. Second, grounded rewards outperform intrinsic learnability rewards used in prior LLM self-play, reliably avoiding typical instability and diversity collapse modes. Third, the structure and well-posedness of questions are more critical for learning progress than solution correctness. Our results suggest that the ability to generate useful stepping stones does not require the preexisting ability to solve the hard problems, paving a principled path to escape reasoning plateaus without additional curated data
Nov 10, 2025

Scalable Decision Making for Games of Imperfect Information

Real-world decision-making generally involves hidden information, that is, information that is unknown to one agent but possessed by another. Unfortunately, the presence of large amounts of hidden information renders established reinforcement learning and search approaches ineffective. Even with multimillion-dollar industrial research efforts, top-human-level play at Stratego---a board wargame with hidden information on a massive scale---has remained beyond the reach of artificial intelligence (AI). Here we introduce Ataraxos, an AI for Stratego based on general techniques that we developed for both self-play reinforcement learning and test-time search under hidden information. Ataraxos defeated the most decorated human Stratego player of all time by a large margin---achieving, to our knowledge, the first superhuman result in the game's history---while consuming orders of magnitude less compute and data than previous efforts. Using the same techniques, we built a superhuman AI for Barrage Stratego and state-of-the-art AIs for Hanabi and dou dizhu, all with low cost and high sample efficiency. The success of this approach across adversarial, cooperative and team games establishes a design pattern for reinforcement learning and search that is effective under large amounts of hidden information, a longstanding desideratum of the field of strategic decision-making.
Nov 1, 2025

OpenSIR: Open-Ended Self-Improving Reasoner

Recent advances in large language model (LLM) reasoning through reinforcement learning rely on annotated datasets for verifiable rewards, which may limit models' ability to surpass human-level performance. While self-play offers a promising alternative, prior methods yield only marginal or even negative gains on post-trained models because they generate problems that cluster around familiar concepts rather than discovering novel ones. We introduce Open-Ended Self-Improving Reasoner (OpenSIR), a self-play framework in which a single LLM alternates teacher and student roles to generate and solve novel problems without external verifiers or annotated data. Starting from a single seed problem, OpenSIR sustains open-ended exploration through diversity rewards that push the model toward unfamiliar concepts and difficulty calibration that keeps problems learnable. Across seven math benchmarks, OpenSIR consistently improves all models, averaging +3.6 points on instruction models and +3.1 on reasoning models, while recent self-play baselines yield marginal or even negative gains; starting from a single trivial seed, it also surpasses GRPO baselines trained on over 7K annotated examples. Despite training only on self-generated math, OpenSIR is the only self-play method that transfers to general reasoning, improving by at least +4.4 points on reasoning models.
Jun 9, 2025

Chasing Moving Targets with Online Self-Play Reinforcement Learning for Safer Language Models

Conventional large language model (LLM) safety alignment relies on a reactive, disjoint loop: attackers exploit a static model, then defenders patch exposed vulnerabilities. This sequential setup leads to attackers overfitting obsolete exploits while defenders perpetually lag behind emerging threats. To address this, we introduce Self-RedTeam, the first fully online self-play multi-agent reinforcement learning (MARL) algorithm that continuously co-evolves attacker and defender for robust safety alignment. A single policy self-plays as both attacker and defender, generating adversarial prompts and defending against them, with a reward model adjudicating outcomes. Each role uses hidden chain-of-thought for strategic planning. Grounded in two-player zero-sum game theory, we establish a theoretical safety guarantee: if the game converges to Nash Equilibrium, the defender produces safe responses against any adversarial input. Empirically, Self-RedTeam generalizes across five models from the Llama and Qwen families, uncovering more diverse attacks (+17.80% SBERT) and improving safety of RLHF-trained models by up to 95% across 14 benchmarks. Our work motivates a shift from reactive patching to proactive co-evolution, enabling LLM safety self-improvement via online self-play MARL. Link to code: https://github.com/mickelliu/selfplay-redteaming