aiqbench analysis
This arXiv paper proposes MASP, a self-play training method for proactive dialogue agents that pits the system against a simulated user that resists rationally, rather than a compliant one. The authors argue that current benchmarks overstate dialogue ability because simulated users are too cooperative, so the gains are reported on harder, adversarial user setups and should be checked against those conditions. Readers building conversational agents should watch whether the improvements hold on real users and outside the authors' benchmarks.
Stop Training Against Soft Users: Mentalized Adversarial Self-Play for Proactive Dialogue
arXiv:2610.21156v1 Announce Type: new Abstract: Proactive dialogue agents must guide multi-turn interactions toward task goals while adapting to users whose intentions and attitudes evolve. Existing planners improve system side action selection through search, learned policies, or user aware planning, but are often trained and evaluated against fixed or overly compliant simulators; as a result, high simulated success can reflect soft user bias rather than robust dialogue ability. We introduce MASP, a Mentalized Adversarial Self Play framework that treats proactive dialogue as a partially observable game between a system and a rationally resisting user. MASP represents the user's evolving mental state with a BDI based latent state, separates reward side teacher mentalization from policy side student mentalization, and alternates self play updates for the system and user policies. This turns robustness to rational resistance into a training objective rather than only an evaluation condition. Across diverse proactive dialogue benchmarks, compared with the widely used SFT and Planner-only approaches, MASP substantially improves success rate (SR) and rationality constrained success (RCSR), reduces average turns (AT), and performs better against hard users who make the task goal more difficult to achieve.
Abstract:Proactive dialogue agents must guide multi-turn interactions toward task goals while adapting to users whose intentions and attitudes evolve. Existing planners improve system side action selection through search, learned policies, or user aware planning, but are often trained and evaluated against fixed or overly compliant simulators; as a result, high simulated success can reflect soft user bias rather than robust dialogue ability. We introduce MASP, a Mentalized Adversarial Self Play framework that treats proactive dialogue as a partially observable game between a system and a rationally resisting user. MASP represents the user's evolving mental state with a BDI based latent state, separates reward side teacher mentalization from policy side student mentalization, and alternates self play updates for the system and user policies. This turns robustness to rational resistance into a training objective rather than only an evaluation condition. Across diverse proactive dialogue benchmarks, compared with the widely used SFT and Planner-only approaches, MASP substantially improves success rate (SR) and rationality constrained success (RCSR), reduces average turns (AT), and performs better against hard users who make the task goal more difficult to achieve.
Accepted to EMNLP 2026 (Main Conference). 18 pages including references and appendices; 1 figure
Computation and Language (cs.CL)
arXiv:2610.21156 [cs.CL]
(or arXiv:2610.21156v1 [cs.CL] for this version)
https://doi.org/10.48550/arXiv.2610.21156 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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Full text under the publisher's open licence · 291 words