Self-Play

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7 papers in the last 28 days · 0.1% of indexed attention

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Period ending 2026-09-21

3 new papers

A weekly snapshot of new work published in Self-Play.

Period ending 2026-09-14

3 new papers

A weekly snapshot of new work published in Self-Play.

Period ending 2026-09-07

3 new papers

A weekly snapshot of new work published in Self-Play.

86 papers

Latest in Self-Play

May 8, 2026cs.AI

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.
Gabriele La Malfa, Emanuele La Malfa, Saar Cohen +4
May 8, 2026cs.LG

Self-Play Enhancement via Advantage-Weighted Refinement in Online Federated LLM Fine-Tuning with Real-Time Feedback

Recent works have advanced feedback-based learning systems, whereby a foundation model is able to intake incoming feedback (e.g., a user) to self-improve, creating a self-loop system of training. However, existing works are limited in needing to consider an offline setup to allow for such feedback-based methods, and are further limited in the need of requiring privileged ground-truth contexts for training. Moreover, there is limited consideration of federated learning (FL), which is particularly well-suited for incorporating external feedback across large networks of end users, for example, but requires methods to be efficient for training on resource-constrained edge devices. Therefore, we introduce SPEAR (Self-Play Enhancement via Advantage-Weighted Refinement), an efficient online learning algorithm for federated LLM fine-tuning. SPEAR utilizes a feedback-guided self-play loop to construct naturally contrastive pairs per prompt which are utilized to be trained on (i) standard maximum likelihood on correct completions and (ii) confidence-weighted unlikelihood on tail tokens of incorrect completions. Without the need of expensive group generations and ground-truth contexts for training (i.e., only partial, non-answer feedback), in contrast with existing works, SPEAR can be trained both online and in a resource-efficient manner. We validate SPEAR across various benchmark datasets, demonstrating its superior performance in comparison to state-of-the-art baselines. The implementation code is publicly available at https://github.com/lee3296/SPEAR.
Seohyun Lee, Wenzhi Fang, Dong-Jun Han +2
May 7, 2026cs.LG

Verifier-Backed Hard Problem Generation for Mathematical Reasoning

Large Language Models (LLMs) demonstrate strong capabilities for solving scientific and mathematical problems, yet they struggle to produce valid, challenging, and novel problems - an essential component for advancing LLM training and enabling autonomous scientific research. Existing problem generation approaches either depend on expensive human expert involvement or adopt naive self-play paradigms, which frequently yield invalid problems due to reward hacking. This work introduces VHG, a verifier-enhanced hard problem generation framework built upon three-party self-play. By integrating an independent verifier into the conventional setter-solver duality, our design constrains the setter's reward to be jointly determined by problem validity (evaluated by the verifier) and difficulty (assessed by the solver). We instantiate two verifier variants: a Hard symbolic verifier and a Soft LLM-based verifier, with evaluations conducted on indefinite integral tasks and general mathematical reasoning tasks. Experimental results show that VHG substantially outperforms all baseline methods by a clear margin.
Yuhang Lai, Jiazhan Feng, Yee Whye Teh +1
May 7, 2026cs.AI

Knowledge-Graph Paths as Intermediate Supervision for Self-Evolving Search Agents

Self-evolving search agents reduce reliance on human-written training questions by generating and solving their own search tasks. We build on Search Self-Play (SSP), a representative Proposer and Solver framework in which questions are generated and answered via multi-step search and reasoning. In practice, however, SSP faces two bottlenecks: the Proposer constructs questions from isolated answer entities without relational context, yielding many invalid or unverifiable questions in early self-play training, while the Solver receives only a binary outcome reward that discards useful signal from partially on-track search trajectories. We address both bottlenecks by reusing knowledge-graph paths as construction-derived intermediate supervision for both question construction and reward shaping. First, we ground question construction in LLM-guided knowledge-graph subgraphs, providing relational context for the Proposer. Second, we observe that constructing and solving a multi-hop question can involve overlapping intermediate entities: the factual bridges used to formulate the question may provide approximate waypoints for answering it. Exploiting this overlap, we introduce Waypoint Coverage Reward (WCR), which grants graded partial credit to incorrect Solver trajectories according to their coverage of entities on the construction path, while preserving full reward for correct answers. Across seven QA benchmarks and nine model configurations, our approach improves the average score over standard SSP in all configurations, including notable gains on multi-hop QA tasks. These results suggest that knowledge-graph paths can be reused as lightweight intermediate supervision, providing both relational guidance and process feedback without additional task-specific human annotations or manually labeled process steps.
Huyu Wu, Jun Liu, Xiaochi Wei +3
May 7, 2026cs.AI

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.
Hyobin Park, Taeseop Kim, Dong-Geol Choi
May 4, 2026cs.LG

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.
Arahan Kujur
May 4, 2026cs.LG

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.
Arahan Kujur
May 3, 2026cs.AI

Disentangling Intent from Role: Adversarial Self-Play for Persona-Invariant Safety Alignment

The growing capabilities of large language models (LLMs) have driven their widespread deployment across diverse domains, even in potentially high-risk scenarios. Despite advances in safety alignment techniques, current models remain vulnerable to emerging persona-based jailbreak attacks. Existing research on persona-based jailbreak has primarily focused on attack iterations, yet it lacks systemic and mechanistic constraints on the defense side. To address this challenge, we propose Persona-Invariant Alignment (PIA), an adversarial self-play framework that achieves co-evolution through Persona Lineage Evolution (PLE) on the attack side and Persona-Invariant Consistency Learning (PICL) on the defense side. Theoretically, PICL is grounded in the structural separation hypothesis, using a unilateral KL-divergence constraint to enable the structural decoupling of safety decisions from persona context, thereby maintaining safe behavior under persona-based jailbreak attacks. Experimental results demonstrate that PLE efficiently explores high-risk persona spaces by leveraging lineage-based credit propagation. Meanwhile, the PICL defense method significantly reduces the Attack Success Rate (ASR) while preserving the model's general capability, thereby validating the superiority and robustness of this alignment paradigm. Codes are available at https://github.com/JiajiaLi-1130/PIA.
Jiajia Li, Xiaoyu Wen, Zhongtian Ma +3
Apr 30, 2026cs.LG

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.
Chengcao Yang
Apr 29, 2026cs.GT

What Suppresses Nash Equilibrium Play in Large Language Models? Mechanistic Evidence and Causal Control

LLM agents are known to deviate from Nash equilibria in strategic interactions, but nobody has looked inside the model to understand why, or asked whether the deviation can be reversed. We do both. Working with four open-source models (Llama-3 and Qwen2.5, 8B to 72B parameters) playing four canonical two-player games, we establish the behavioral picture through self-play and cross-play experiments, then open up the 32-layer Llama-3-8B model and examine what actually happens during a strategic decision. The mechanistic findings are clear. Opponent history is encoded with near-perfect fidelity at the first layer (96% probe accuracy) and consumed progressively, while Nash action encoding is weak throughout, never exceeding 56%. There is no dedicated Nash module. Instead, the model privately favors the Nash action through most of its forward pass, but a prosocial override rooted in pretraining on human text concentrated in the final layers reverses this, reaching 84% probability of cooperation at layer 30. Injecting a learned Nash direction into the residual stream shifts behavior bidirectionally and causally, confirmed through concept clamping. The behavioral experiments surface six scale- and architecture-dependent findings, the most notable being that chain-of-thought reasoning worsens Nash play in small models but achieves near-perfect Nash play above 70B parameters. The cross-play experiments reveal three phenomena invisible in self-play: a small model can unravel any partner's cooperation by defecting early; two large models reinforce each other's cooperative instincts indefinitely; and who moves first determines which Nash equilibrium the system reaches. LLMs do not lack Nash-playing competence. They compute it, then suppress it.
Paraskevas V. Lekeas, Giorgos Stamatopoulos
Apr 28, 2026cs.AI

StratFormer: Adaptive Opponent Modeling and Exploitation in Imperfect-Information Games

We present StratFormer, a transformer-based meta-agent that learns to simultaneously model and exploit opponents in imperfect-information games through a two-phase curriculum. The first phase trains an opponent modeling head to identify behavioral patterns from action histories while the agent plays a game-theoretic optimal (GTO) policy. The second phase progressively shifts the policy toward best-response (BR) exploitation, guided by a per-opponent regularization schedule tied to exploitability. Our architecture introduces dual-turn tokens -- feature vectors constructed at both agent and opponent decision points -- coupled with bucket-rate features that encode opponent tendencies across five strategic contexts. On Leduc Hold'em, a small poker variant with six cards and two betting rounds, we test against six opponent archetypes at two strength levels each, with exploitability ranging from 0.15 to 1.26 Big Blinds (BB) per hand. StratFormer achieves an average exploitation gain of +0.106 BB per hand over GTO, with peak gains of +0.821 against highly exploitable opponents, while maintaining near-equilibrium safety.
Andy Caen, Mark H. M. Winands, Dennis J. N. J. Soemers
Apr 27, 2026cs.MA

Frontier Coding Agents Can Now Implement an AlphaZero Self-Play Machine Learning Pipeline For Connect Four That Performs Comparably to an External Solver

Forecasting when AI systems will become capable of meaningfully accelerating AI research is a central challenge for AI safety. Existing benchmarks measure broad capability growth, but may not provide ample early warning signals for recursive self-improvement. We propose measuring AI's capability to autonomously implement end-to-end machine learning pipelines from past AI research breakthroughs, given a minimal task description. By providing a concise task description instead of the full prior work as reference, we hope to better elicit emerging AI research taste. We introduce a proof-of-concept benchmark in which frontier coding agents autonomously implement an AlphaZero-style machine learning pipeline for Connect Four on consumer hardware within a three-hour budget, and we evaluate the resulting game AIs in a round-robin tournament anchored to the Pascal Pons Connect Four solver. Across four agents with eight trials each, we find substantial differentiation: Claude Opus 4.7 won as first-mover against Pons in seven of eight trials, statistically significantly better than the other agents tested, none of which exceeded two of eight. The task, which no frontier agent could reliably complete when we began development in January of 2026, is now near-saturation. Our evaluation also surfaced anomalous behavior in GPT-5.4, which consistently used far less of its allocated time budget than other agents. A follow-up 16-trial probe using shorter, less evaluation-coded prompts substantially increased GPT-5.4's time-budget usage, consistent with but not diagnostic of sandbagging; Bradley-Terry ratings across probe conditions showed only directional differences, despite significant differences in time-budget usage. We release our data, code, and prompts to support reproduction and extension.
Joshua Sherwood, Ben Aybar, Benjamin Kaplan
Apr 22, 2026cs.LG

IRIS: Interpolative Rényi Iterative Self-play for Large Language Model Fine-Tuning

Self-play fine-tuning enables large language models to improve beyond supervised fine-tuning without additional human annotations by contrasting annotated responses with self-generated ones. Many existing methods rely on a fixed divergence regime. SPIN is closely related to a KL-based regime, SPACE to a Jensen-Shannon-style objective via noise contrastive estimation, and SPIF to χ2χ^2-regularized self-play. Since these divergences exhibit different strengths depending on the distributional gap between model and target, no single choice appears to provide favorable learning dynamics across training stages. We propose IRIS (Interpolative Rényi Iterative Self-play), a Rényi-based self-play fine-tuning framework with a continuously adjustable objective. IRIS decomposes into two independent tilted risk terms over annotated and synthetic data, with exponential importance weights controlled by the order parameter αα. We show that several self-play objectives can be interpreted as limiting or representative regimes at particular values of αα, providing a unified theoretical perspective on these methods. An adaptive order schedule further adjusts αα to the distributional gap, shifting from sharper importance weighting early in training to smoother refinement near convergence. Theoretically, we establish the fixed-point property of IRIS and analyze how αα controls gradient concentration. Experiments on Zephyr-7B and Qwen2.5-3B across ten benchmarks show that IRIS improves upon baselines, reaching 44.57% average score with gains across iterations. In our setting, IRIS with only 26kk annotated samples surpasses standard supervised fine-tuning trained on the full 200kk dataset.
Wenjie Liao, Like Wu, Liangjie Zhao +2
Apr 22, 2026cs.LG

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.
Luke Bailey, Kaiyue Wen, Kefan Dong +2
Apr 21, 2026cs.CL

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.
Chengyu Huang, Sheng-Yen Chou, Zhengxin Zhang +1
Apr 20, 2026cs.AI

SELF-EMO: Emotional Self-Evolution from Recognition to Consistent Expression

Emotion Recognition in Conversation (ERC) has become a fundamental capability for large language models (LLMs) in human-centric interaction. Beyond accurate recognition, coherent emotional expression is also crucial, yet both are limited by the scarcity and static nature of high-quality annotated data. In this work, we propose SELF-EMO, a self-evolution framework grounded in the hypothesis that better emotion prediction leads to more consistent emotional responses. We introduce two auxiliary tasks, emotional understanding and emotional expression, and design a role-based self-play paradigm where the model acts as both an emotion recognizer and a dialogue responder. Through iterative interactions, the model generates diverse conversational trajectories, enabling scalable data generation. To ensure quality, we adopt a data flywheel mechanism that filters candidate predictions and responses using a smoothed IoU-based reward and feeds selected samples back for continuous self-improvement without external supervision. We further develop SELF-GRPO, a reinforcement learning algorithm that stabilizes optimization with multi-label alignment rewards and group-level consistency signals. Experiments on IEMOCAP, MELD, and EmoryNLP show that SELF-EMO achieves state-of-the-art performance, improving accuracy by +6.33% on Qwen3-4B and +8.54% on Qwen3-8B, demonstrating strong effectiveness and generalization.
Shaowei Zhang, Faqiang Qian, Yan Chen +5
Apr 18, 2026cs.CL

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 \textbf{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.
Antonio Valerio Miceli Barone, Poon Tsz Nok
Feb 18, 2026cs.MA

Evaluating Collective Behaviour of Hundreds of LLM Agents

LLM-powered AI assistants acting on behalf of users can produce poor collective outcomes at scale. We introduce a framework for evaluating their emergent behaviour in social dilemmas, applied to three iterated games (Public Goods, Collective Risk, Common Pool Resource). We prompt each model to produce a natural-language strategy, then have the same model translate it into code. This aims to isolate strategic reasoning from input-parsing, enables pre-deployment inspection, and scales to populations of hundreds of agents. We propose three analyses: behavioural fingerprinting via exhaustive evaluation over opponent histories; self-play robustness across mixtures of a model's strategies with either a Selfish or Collective disposition; and cultural evolution under payoff-biased imitation. Applied to three state-of-the-art LLMs, we find substantial cross-model differences in self-play welfare, and that cultural evolution converges to low-welfare, Selfish-dominant equilibria in larger groups.
Richard Willis, Jianing Zhao, Yali Du +1
Jan 26, 2026cs.LG

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
Shobhita Sundaram, John Quan, Ariel Kwiatkowski +3
Nov 1, 2025cs.CL

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.
Wai-Chung Kwan, Joshua Ong Jun Leang, Pavlos Vougiouklis +3
Oct 13, 2025q-bio.NC

People use fast and flat simulation to reason about new games

Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence (AI), often focusing on expert-level or even super-human play. But real life also pushes human intelligence along a different frontier, requiring people to flexibly navigate decision-making problems that they have never thought about before. Here, we use novice gameplay to study how people reason about new problem settings. Through a series of large-scale behavioral studies with over 1000 participants and 121 two-player strategic board games (almost all novel to our participants), we show that people are systematic and adaptively rational in how they play a game for the first time, or evaluate a game (e.g., how fair or how fun it is likely to be) before they have played it even once. We explain these capacities via a computational cognitive model that we call the 'Intuitive Gamer', a model based on mechanisms of fast and flat (depth-limited) goal-directed probabilistic simulation. Our work offers new insights into how people rapidly evaluate, act, and make suggestions when encountering novel problems, and could inform the design of more flexible and human-like AI systems that can determine not just how to solve new tasks, but whether a task is worth thinking about at all.
Katherine M. Collins, Cedegao E. Zhang, Lionel Wong +6
Sep 30, 2025cs.CL

MADS: Multi-Agent Dialogue Simulation for Diverse Persuasion Data Generation

We propose MADS (Multi-Agent Dialogue Simulation), a scalable framework for generating persuasive multi-turn dialogues via agent self-play. MADS employs three coordinated agents: User Agents designed to simulate diverse persona-driven behaviors by leveraging personality signifiers such as Zodiac Signs and MBTI types, a Dialog Agent executing task-oriented persuasion strategies and an Optimization Agent evaluating and refining dialogue outcomes. We further validate its effectiveness through users' Chain-of-Attitude (CoA) modeling and dedicated LLMs' persuasion assessment. This approach enables low-cost generation of training data without human annotation, addressing key industry challenges such as lack of user data, cold-start evaluation difficulties, and prompt inefficiency. Applied to a real-world marketing scenario, MADS significantly improved the persuasion capacity of small LLMs, increasing the organic traffic conversion rate by 22.4% (from 1.83% to 2.24%) , demonstrating clear business value.
Mingjin Li, Yu Liu, Huayi Liu +4
Jun 27, 2025cs.CV

Reasoning in machine vision by learning fast and slow thinking

Reasoning is a hallmark of human intelligence, enabling adaptive decision-making in complex unfamiliar scenarios. In contrast, machine intelligence remains bound to training data, unable to dynamically refine solutions at inference. While recent advances have explored machine reasoning - trading inference-time compute for improved performance - they focus on verbal domains such as mathematical problem-solving where explicit rules govern step-by-step solution generation. Many tasks lack sufficient labelled data and require alternative performance improvement mechanisms, such as inference-time compute. Here we present a paradigm for machine reasoning in vision, enabling performance improvements with increasing thinking time (inference-time compute), even with limited labelled data. Our approach is inspired by dual-process theories of human cognition, integrating a fast-thinking System I module for generating and verifying solutions in familiar tasks, with a slow-thinking System II module that iteratively refines predictions using self-play reinforcement learning, even when task-specific data is limited. This paradigm involves proposing, competing over, and refining solutions until convergence. We demonstrate that extended inference-time compute yields superior performance compared to large-scale supervised learning, foundation models, and human experts in vision tasks. These include computer-vision benchmarks and cancer localisation across five organs, highlighting the potential of inference-time compute for data-scarce problems.
Shaheer U. Saeed, Yipei Wang, Veeru Kasivisvanathan +4
Jun 9, 2025cs.LG

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
Mickel Liu, Liwei Jiang, Yancheng Liang +4
Oct 4, 2023cs.LG

Expected flow networks in stochastic environments and two-player zero-sum games

Generative flow networks (GFlowNets) are sequential sampling models trained to match a given distribution. GFlowNets have been successfully applied to various structured object generation tasks, sampling a diverse set of high-reward objects quickly. We propose expected flow networks (EFlowNets), which extend GFlowNets to stochastic environments. We show that EFlowNets outperform other GFlowNet formulations in stochastic tasks such as protein design. We then extend the concept of EFlowNets to adversarial environments, proposing adversarial flow networks (AFlowNets) for two-player zero-sum games. We show that AFlowNets learn to find above 80% of optimal moves in Connect-4 via self-play and outperform AlphaZero in tournaments.
Marco Jiralerspong, Bilun Sun, Danilo Vucetic +4
Date pendingcs.LG

Code-to-Harness: Distilling Black-Box Optimizers from Self-Play

Can an agent learn a numerical search strategy through executable practice and then transfer that strategy as text? We study low-budget black-box optimization, where unaided language models remain well below strong classical optimizers. During development, an agent repeatedly writes and evaluates optimizer programs. It then distills the resulting program and practice record once into a 197-word primary Harness A, which is frozen before evaluation. Harness A reduces Gemini Flash regret by 48% in an independent N=30N=30 study (p<.001p<.001), enters the GP-BO performance range on the practice family, and lowers mean regret on all three held-out BBOB landscapes. The same text improves every tested Gemini executor and transfers to Claude Sonnet, reducing regret by 43% and 49% (p≤.005p\leq.005). An independent end-to-end replication produces Harness B, a different program and text at the same performance tier. The same framework also attains the lowest regret on a sealed YouTube reward-tuning production benchmark. Executable practice is thus a viable way to discover a search policy, and language a portable medium for deploying it.
Yi Wu, Zheng Ren, Zhiyu Hu +8