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Fig introduces a novel agentic system designed to systematically elicit specific social behaviors in multiagent environments through targeted interventions on game mechanics and contexts. By decomposing natural language behavior descriptions into executable scenarios, this tool enables reproducible evaluation of complex interactions like cooperation and deception, significantly improving attempt rates compared to control games. This research advances the methodology for stress-testing AI systems within programmable test beds rather than relying solely on passive observation.
Fig: Automated Multiagent Behavior Elicitor
arXiv:2610.28891v1 Announce Type: new Abstract: Many social evaluations for multiagent systems study behaviors as they emerge from environments instead of systematically intervening in the environment to elicit such behaviors. We introduce Fig (Finding Interactions in Games), an agentic system that performs targeted elicitation interventions on game environments. It takes a natural language behavior description, decomposes it into sub-behaviors, generates new social games or selects existing ones, and executes single or combined interventions to the games' engine, opponents, instructions, and context. To evaluate model behavior, it combines built-in mechanical checks and synthetic rubric judgments. We validate the interventions, generated games, and evaluation mechanisms via human review. Models attempt the target behavior in 45.2% of episodes on average for valid scenarios generated by Fig for six test behaviors -- cooperation, exploitation, deception, covert coordination, betrayal, and sabotage. For game-behavior pairs with available controls, Fig's interventions increase attempt rates by 10.9% on average compared to matched control games. Fig shows that multiagent environments can serve as programmable test beds for intentional, controllable, and reproducible behavior evaluation. Code is available at https://github.com/fleet-ai/fig.
Abstract:Many social evaluations for multiagent systems study behaviors as they emerge from environments instead of systematically intervening in the environment to elicit such behaviors. We introduce Fig (Finding Interactions in Games), an agentic system that performs targeted elicitation interventions on game environments. It takes a natural language behavior description, decomposes it into sub-behaviors, generates new social games or selects existing ones, and executes single or combined interventions to the games' engine, opponents, instructions, and context. To evaluate model behavior, it combines built-in mechanical checks and synthetic rubric judgments. We validate the interventions, generated games, and evaluation mechanisms via human review. Models attempt the target behavior in 45.2% of episodes on average for valid scenarios generated by Fig for six test behaviors -- cooperation, exploitation, deception, covert coordination, betrayal, and sabotage. For game-behavior pairs with available controls, Fig's interventions increase attempt rates by 10.9% on average compared to matched control games. Fig shows that multiagent environments can serve as programmable test beds for intentional, controllable, and reproducible behavior evaluation. Code is available at this https URL.
Artificial Intelligence (cs.AI); Multiagent Systems (cs.MA)
arXiv:2610.28891 [cs.AI]
(or arXiv:2610.28891v1 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2610.28891 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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