Can Large Language Models Play Games? A Case Study of A Self-Play Approach
Large Language Models (LLMs) harness extensive data from the Internet, storing a broad spectrum of prior knowledge. While LLMs have proven beneficial as decision-making aids, their reliability is hampered by limitations in reasoning, hallucination phenomenon, and so on. On the other hand, Monte-Carlo Tree Search (MCTS) is a heuristic search algorithm that provides reliable decision-making solutions, achieved through recursive rollouts and self-play. However, the effectiveness of MCTS relies heavily on heuristic pruning and external value functions, particularly in complex decision scenarios. This work introduces an innovative approach that bolsters LLMs with MCTS self-play to efficiently resolve deterministic turn-based zero-sum games (DTZG), such as chess and go, without the need for additional training. Specifically, we utilize LLMs as both action pruners and proxies for value functions without the need for additional training. We theoretically prove that the suboptimality of the estimated value in our proposed method scales with $\tilde{\mathcal O}\Bigl(\frac{|\tilde {\mathcal A}|}{\sqrt{N}} + \epsilon_\mathrm{pruner} + \epsilon_\mathrm{critic}\Bigr)$, where \(N\) is the number of simulations, $|\tilde {\mathcal A}|$ is the cardinality of the pruned action space by LLM, and $\epsilon_\mathrm{pruner}$ and $\epsilon_\mathrm{critic}$ quantify the errors incurred by adopting LLMs as action space pruner and value function proxy, respectively. Our experiments in chess and go demonstrate the capability of our method to address challenges beyond the scope of MCTS and improve the performance of the directly application of LLMs.
Code (0)
등록된 구현이 없습니다.
Tasks
Decision MakingHallucinationHeuristic SearchMethods 이 논문이 사용한 방법론
Similar Papers 제목 키워드 기반
Outer-Learning Framework for Playing Multi-Player Trick-Taking Card Games: A Case Study in Skat
In multi-player card games such as Skat or Bridge, the early stages of the game, such as bidding, game selection, and initial card selection, are often more critical to the success of the play than refined middle- and en…
Study and improvement of search algorithms in two-players perfect information games
Games, in their mathematical sense, are everywhere (game industries, economics, defense, education, chemistry, biology, ...).Search algorithms in games are artificial intelligence methods for playing such games. Unfortun…
AllInstruction-Driven Game Engine: A Poker Case Study
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows user…
DiversityLanguage ModelingLanguage ModellingLarge Language ModelOpen-Ended Wargames with Large Language Models
Wargames are a powerful tool for understanding and rehearsing real-world decision making. Automated play of wargames using artificial intelligence (AI) enables possibilities beyond those of human-conducted games, such as…
Decision MakingPlaying games with Large language models: Randomness and strategy
Playing games has a long history of describing intricate interactions in simplified forms. In this paper we explore if large language models (LLMs) can play games, investigating their capabilities for randomisation and s…