Efficacy of Language Model Self-Play in Non-Zero-Sum Games
Fuente:
arXiv
Gespeichert in:
| Hauptverfasser: | , , |
|---|---|
| Format: | Preprint |
| Veröffentlicht: |
2024
|
| Schlagworte: | |
| Online-Zugang: | |
| Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
| _version_ | 1866909420160548864 |
|---|---|
| author | Liao, Austen Tomlin, Nicholas Klein, Dan |
| author_facet | Liao, Austen Tomlin, Nicholas Klein, Dan |
| contents | Game-playing agents like AlphaGo have achieved superhuman performance through self-play, which is theoretically guaranteed to yield optimal policies in competitive games. However, most language tasks are partially or fully cooperative, so it is an open question whether techniques like self-play can effectively be used to improve language models. We empirically investigate this question in a negotiation game setting known as Deal or No Deal (DoND). Crucially, the objective in DoND can be modified to produce a fully cooperative game, a strictly competitive one, or anything in between. We finetune language models in self-play over multiple rounds of filtered behavior cloning in DoND for each of these objectives and evaluate them in self-play and in collaboration with humans. We find that language models improve substantially in self-play, achieving 14-17x higher scores in task reward after finetuning. Further, the trained models generalize to both cooperation and competition with humans, scoring 2.5-6x higher than base models. We view these results as an early promising sign for language model self-play in cooperative settings, despite a lack of theoretical guarantees. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2406_18872 |
| institution | arXiv |
| publishDate | 2024 |
| record_format | arxiv |
| spellingShingle | Efficacy of Language Model Self-Play in Non-Zero-Sum Games Liao, Austen Tomlin, Nicholas Klein, Dan Computation and Language Game-playing agents like AlphaGo have achieved superhuman performance through self-play, which is theoretically guaranteed to yield optimal policies in competitive games. However, most language tasks are partially or fully cooperative, so it is an open question whether techniques like self-play can effectively be used to improve language models. We empirically investigate this question in a negotiation game setting known as Deal or No Deal (DoND). Crucially, the objective in DoND can be modified to produce a fully cooperative game, a strictly competitive one, or anything in between. We finetune language models in self-play over multiple rounds of filtered behavior cloning in DoND for each of these objectives and evaluate them in self-play and in collaboration with humans. We find that language models improve substantially in self-play, achieving 14-17x higher scores in task reward after finetuning. Further, the trained models generalize to both cooperation and competition with humans, scoring 2.5-6x higher than base models. We view these results as an early promising sign for language model self-play in cooperative settings, despite a lack of theoretical guarantees. |
| title | Efficacy of Language Model Self-Play in Non-Zero-Sum Games |
| topic | Computation and Language |
| url | https://arxiv.org/abs/2406.18872 |