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This research introduces Qwen-GuidePlay-2B, a lightweight model optimized for dialogue-game interactions through a staged fine-tuning process that prioritizes playability before maximizing scores. The study demonstrates that careful curation of successful game trajectories yields significant performance gains for small models without relying on aggressive procedural changes or heavy replay-repair techniques. By releasing both the model and code, this work offers a reproducible benchmark for advancing agent capabilities in interactive environments.
First Make It Playable, Then Make It Good: Staged Interaction Learning for Small Dialogue-Game Agents
arXiv:2608.27672v1 Announce Type: cross Abstract: We present Qwen-GuidePlay-2B, a 2B-parameter language model for dialogue-game interaction. We fine-tune Qwen3.5-2B using three steps: a) SFT on only successful game trajectories from Playpen, b) weighted turn-level SFT, and c) teacher-guided SFT. The teacher model (which is a larger model) is only used to fix formatting and evaluate examples, but does not create new gold actions. Our final model scores 57.12 clemscore and 42.68 statscore on the public Playpen validation. In the officially released challenge results, our model obtains the second-highest Playpen clemscore delta among submitted systems (which is approximately +36 over its base model). Our findings suggest that imitating full trajectories helps with playability, while turn-level and teacher-guided training usually improve decision-making and increase the overall score. Alternative procedurally heavy approaches like replay-repair and hard-example mining did not help, which suggests that small models are performant simply by using careful curation strategies rather than aggressive changes. We make available both the model and the code for reproducibility.
Abstract:We present Qwen-GuidePlay-2B, a 2B-parameter language model for dialogue-game interaction. We fine-tune Qwen3.5-2B using three steps: a) SFT on only successful game trajectories from Playpen, b) weighted turn-level SFT, and c) teacher-guided SFT. The teacher model (which is a larger model) is only used to fix formatting and evaluate examples, but does not create new gold actions. Our final model scores 57.12 clemscore and 42.68 statscore on the public Playpen validation. In the officially released challenge results, our model obtains the second-highest Playpen clemscore delta among submitted systems (which is approximately +36 over its base model). Our findings suggest that imitating full trajectories helps with playability, while turn-level and teacher-guided training usually improve decision-making and increase the overall score. Alternative procedurally heavy approaches like replay-repair and hard-example mining did not help, which suggests that small models are performant simply by using careful curation strategies rather than aggressive changes. We make available both the model and the code for reproducibility.
Computation and Language (cs.CL); Artificial Intelligence (cs.AI)
arXiv:2608.27672 [cs.CL]
(or arXiv:2608.27672v1 [cs.CL] for this version)
https://doi.org/10.48550/arXiv.2608.27672 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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