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GameSmith addresses a critical bottleneck in AI alignment by automating the generation and verification of zero-sum games, thereby expanding the corpus available for reinforcement learning beyond manual design. By utilizing synthesized game variants and a novel advantage estimator, this method successfully improves general reasoning benchmarks while maintaining verifiable reward signals essential for training robust models. This approach represents a significant step forward in scaling self-play techniques without relying on limited hand-crafted datasets.
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GameSmith: Scaling Zero-Sum Self-Play with Synthesised Games

arXiv3 min de cititArticolul și perspectiva sunt în engleză.

arXiv:2610.13995v1 Announce Type: cross Abstract: Post-training large language models (LLMs) on two-player zero-sum games provides a verifiable reward, and the gains have been shown to transfer to general reasoning. Existing pipelines, however, rely on a handful of hand-written games and on advantage estimators tied to them, so both the supply of games and the advantage estimate on a large corpus limit scaling. We present GameSmith, which scales both. An LLM synthesises games inside templates whose reward, observation, and hidden-information code is fixed. Each game is verified by seed-paired replay and by an independent re-implementation of its specification, then expanded into encoding, rule, and size variants, giving 26 new games in 29 families and 336 verified variants from the three SPIRAL templates. The model is distilled from the self-play of a larger teacher (Qwen3-32B) on these games and then trained by self-play reinforcement learning with CRAB, an advantage estimator that credits each decision against a shrinkage estimate of the expected return of its position and is defined on every variant. On Qwen3-4B-Base, distillation raises the 13-benchmark mean pass@1 from 45.5 to 62.5, above the three SPIRAL games at the same budget, and self-play with CRAB reaches 64.9. The ordering holds across models, and transfer grows with the number of game families.

Abstract:Post-training large language models (LLMs) on two-player zero-sum games provides a verifiable reward, and the gains have been shown to transfer to general reasoning. Existing pipelines, however, rely on a handful of hand-written games and on advantage estimators tied to them, so both the supply of games and the advantage estimate on a large corpus limit scaling. We present GameSmith, which scales both. An LLM synthesises games inside templates whose reward, observation, and hidden-information code is fixed. Each game is verified by seed-paired replay and by an independent re-implementation of its specification, then expanded into encoding, rule, and size variants, giving 26 new games in 29 families and 336 verified variants from the three SPIRAL templates. The model is distilled from the self-play of a larger teacher (Qwen3-32B) on these games and then trained by self-play reinforcement learning with CRAB, an advantage estimator that credits each decision against a shrinkage estimate of the expected return of its position and is defined on every variant. On Qwen3-4B-Base, distillation raises the 13-benchmark mean pass@1 from 45.5 to 62.5, above the three SPIRAL games at the same budget, and self-play with CRAB reaches 64.9. The ordering holds across models, and transfer grows with the number of game families.

Machine Learning (cs.LG); Artificial Intelligence (cs.AI); Computation and Language (cs.CL)

arXiv:2610.13995 [cs.LG]

(or arXiv:2610.13995v1 [cs.LG] for this version)

https://doi.org/10.48550/arXiv.2610.13995 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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