Time to Talk: LLM Agents for Asynchronous Group Communication in Mafia Games

Fuente: arXiv
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Main Authors: Eckhaus, Niv, Berger, Uri, Stanovsky, Gabriel
Format: Preprint
Published: 2025
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author Eckhaus, Niv
Berger, Uri
Stanovsky, Gabriel
author_facet Eckhaus, Niv
Berger, Uri
Stanovsky, Gabriel
contents LLMs are used predominantly in synchronous communication, where a human user and a model communicate in alternating turns. In contrast, many real-world settings are asynchronous. For example, in group chats, online team meetings, or social games, there is no inherent notion of turns. In this work, we develop an adaptive asynchronous LLM agent consisting of two modules: a generator that decides what to say, and a scheduler that decides when to say it. To evaluate our agent, we collect a unique dataset of online Mafia games, where our agent plays with human participants. Overall, our agent performs on par with human players, both in game performance metrics and in its ability to blend in with the other human players. Our analysis shows that the agent's behavior in deciding when to speak closely mirrors human patterns, although differences emerge in message content. We make all of our code and data publicly available. This work paves the way for integration of LLMs into realistic human group settings, from assistance in team discussions to educational and professional environments where complex social dynamics must be navigated.
format Preprint
id arxiv_https___arxiv_org_abs_2506_05309
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Time to Talk: LLM Agents for Asynchronous Group Communication in Mafia Games
Eckhaus, Niv
Berger, Uri
Stanovsky, Gabriel
Multiagent Systems
Artificial Intelligence
Computation and Language
LLMs are used predominantly in synchronous communication, where a human user and a model communicate in alternating turns. In contrast, many real-world settings are asynchronous. For example, in group chats, online team meetings, or social games, there is no inherent notion of turns. In this work, we develop an adaptive asynchronous LLM agent consisting of two modules: a generator that decides what to say, and a scheduler that decides when to say it. To evaluate our agent, we collect a unique dataset of online Mafia games, where our agent plays with human participants. Overall, our agent performs on par with human players, both in game performance metrics and in its ability to blend in with the other human players. Our analysis shows that the agent's behavior in deciding when to speak closely mirrors human patterns, although differences emerge in message content. We make all of our code and data publicly available. This work paves the way for integration of LLMs into realistic human group settings, from assistance in team discussions to educational and professional environments where complex social dynamics must be navigated.
title Time to Talk: LLM Agents for Asynchronous Group Communication in Mafia Games
topic Multiagent Systems
Artificial Intelligence
Computation and Language
url https://arxiv.org/abs/2506.05309