Multi-agent systems (MAS) powered by large language models (LLMs) increasingly adopt planner–executor architectures, where planners convert prompts into subtasks, roles, dependencies, and routing paths. This flexibility enables adaptive coordination, but exposes an attack surface in workflow formation: prompts can shape agent organization without modifying MAS infrastructure. We study this risk through social influence probing workflows to identify high-impact subtasks and malicious-signal propagation. The analysis reveals two vulnerabilities: workflow position can amplify or suppress a malicious signal, and sycophantic framing makes downstream agents more likely to relay it. We translate these findings into FlowSteer, a prompt-only workflow steering attack that converts vulnerability priors into one crafted prompt. FlowSteer aligns a malicious signal with influential task components and guides replanning toward dependencies that preserve propagation. Experiments show that FlowSteer increases malicious success by up to 55
While in-context learning is generally shown to be effective in Large Language Models (LLMs), bad contexts can cause performance degradation and mode collapse, a phenomenon we call "pigeonholing." **Unintentionally bad** contexts can happen without malicious jailbreaking intents: For example, a user asks the model to justify an incorrect math theorem or fails to correct the model's buggy code. Specifically, we investigate “pigeonholing" in two scenarios: (1) when the user suggests a solution, and (2) when the conversation context includes the assistant's previous (incorrect) responses. Our experiments across 10 verifiable and open-ended tasks with 10 different models show that pigeonholing manifests in several ways: (1) repeating the incorrect answers from context (leading to 38-40
While post-training has successfully improved large language models across a variety of domains from open-ended text generation to mathematics, these gains heavily rely on human-labeled data or external verifiers. Existing data has already been exploited and new high-quality data is expensive to collect. More fundamentally, true intelligence goes far beyond tasks that are easily verified. Therefore, there is a need for self-improvement frameworks that allow models to improve without external oversight. We propose , a contrastive data augmentation method that constructs preference pairs by generating a positive response conditioned on the correct prompt and a negative response conditioned on a random or incomplete prompt; then train with Direct Policy Optimization. We show that this connects to maximizing pointwise mutual information between prompts and model responses under the base policy. Empirical results with the Llama- (1, 3B) and Qwen- (1.5, 3, 7B) Instruct models show that MIPO achieves 4-38\% improvements on personalization tasks from real-user datasets (PRISM, Community Alignment). Surprisingly, MIPO can be more generally applied to a suite of benchmark tasks (e.g., math and multiple-choice answering), yielding 3\% and 18\% improvements for smaller 1B models,
Accurate prediction of human behavior is essential for robust and safe human-AI collaboration. However, existing approaches for modeling people are often data-hungry and brittle because they either make unrealistic assumptions about rationality or are too computationally demanding to adapt rapidly. Our key insight is that many everyday social interactions may follow predictable patterns; efficient "scripts" that minimize cognitive load for actors and observers, e.g., "wait for the green light, then go." We propose modeling these routines as behavioral programs instantiated in computer code rather than policies conditioned on beliefs and desires. We introduce ROTE, a novel algorithm that leverages both large language models (LLMs) for synthesizing a hypothesis space of behavioral programs, and probabilistic inference for reasoning about uncertainty over that space. We test ROTE in a suite of gridworld tasks and a large-scale embodied household simulator. ROTE predicts human and AI behaviors from sparse observations, outperforming competitive baselines -- including behavior cloning and LLM-based methods -- by as much as 50% in terms of in-sample accuracy and out-of-sample generalization. By treating action understanding as a program synthesis problem, ROTE opens a path for AI systems to efficiently and effectively predict human behavior in the real-world.
Conventional large language model (LLM) safety alignment relies on a reactive, disjoint loop: attackers exploit a static model, then defenders patch exposed vulnerabilities. This sequential setup leads to attackers overfitting obsolete exploits while defenders perpetually lag behind emerging threats. To address this, we introduce Self-RedTeam, the first fully online self-play multi-agent reinforcement learning (MARL) algorithm that continuously co-evolves attacker and defender for robust safety alignment. A single policy self-plays as both attacker and defender, generating adversarial prompts and defending against them, with a reward model adjudicating outcomes. Each role uses hidden chain-of-thought for strategic planning. Grounded in two-player zero-sum game theory, we establish a theoretical safety guarantee: if the game converges to Nash Equilibrium, the defender produces safe responses against any adversarial input. Empirically, Self-RedTeam generalizes across five models from the Llama and Qwen families, uncovering more diverse attacks (+17.80% SBERT) and improving safety of RLHF-trained models by up to 95% across 14 benchmarks. Our work motivates a shift from reactive patching to proactive co-evolution, enabling LLM safety self-improvement via online self-play MARL.
Continuous self-improvement requires an ever-expanding pool of self-generated, diverse, adaptive goals. For language agents, existing training environment pools (hand-curated, statically synthesized, or frozen-verifier) keep the goal distribution fixed as the learner scales. We introduce SPADE (Self-Play in Adaptive Synthetic Executable Environments), a self-play RL framework in which a single LLM plays two roles: an Environment Designer that writes complete, long-horizon training environments as executable code with an OpenAI Gym-style reset()/step() interface, and a Reasoning Agent that learns to act in them. Each is a stateful, multi-turn environment (state transitions, reward functions, and verification code), so one interface spans reasoning problems and multi-step agentic tool use. The Reasoning Agent's regret is estimated using the gap between its reward with and without privileged hints; in optimizing this regret signal the Environment Designer learns to target environments at the edge of the agent's capabilities while keeping them feasible. Through extensive experimentation, we find several components critical to success: grounding the Environment Designer on documents sampled from a large pretraining corpus, and giving it an accumulated environment memory. Scaling to 30B-parameter models, SPADE improves over the strongest fixed-environment baseline by +5.3 on average across eight held-out math, science, code, and reasoning benchmarks, and lifts the tool-use setting by +5.7 on BFCL-v4 multi-turn and +13.9 on ACEBench-Agent; on the games setting, the margin over the strongest baseline grows with model scale. By making environment design itself a learnable component, SPADE takes a concrete step toward open-ended self-improvement.
Large language models (LLMs) are used by over a billion people globally, most often to assist with writing. In this work, we demonstrate that LLMs not only alter the voice and tone of human writing but also consistently alter the intended meaning. First, we conduct a human user study to understand how people actually interact with LLMs when using them for writing. Our findings reveal that extensive LLM use led to a nearly 70
We introduce Reinforcement Learning (RL) with Adaptive Verifiable Environments (RLVE), an approach using verifiable environments that procedurally generate problems and provide algorithmically verifiable rewards, to scale up RL for language models (LMs). RLVE enables each verifiable environment to dynamically adapt its problem difficulty distribution to the policy model's capabilities as training progresses. In contrast, static data distributions often lead to vanishing learning signals when problems are either too easy or too hard for the policy. To implement RLVE, we create RLVE-Gym, a large-scale suite of 400 verifiable environments carefully developed through manual environment engineering. Using RLVE-Gym, we show that environment scaling, i.e., expanding the collection of training environments, consistently improves generalizable reasoning capabilities. RLVE with joint training across all 400 environments in RLVE-Gym yields a 3.37% absolute average improvement across six reasoning benchmarks, starting from one of the strongest 1.5B reasoning LMs. By comparison, continuing this LM's original RL training yields only a 0.49% average absolute gain despite using over 3x more compute. We will release our code publicly.
Recent advances in reinforcement learning have shown that language models can develop sophisticated reasoning through training on tasks with verifiable rewards, but these approaches depend on human-curated problem-answer pairs and domain-specific reward engineering. We introduce SPIRAL, a self-play framework where models learn by playing multi-turn, zero-sum games against continuously improving versions of themselves, generating an automatic curriculum of stronger opponents, and eliminating the need for human supervision. To enable this self-play training at scale, we implement a fully online, multi-turn, multi-agent reinforcement learning system for LLMs and propose role-conditioned advantage estimation (RAE) to stabilize multi-agent training. SPIRAL produces reasoning capabilities that transfer broadly, improving performance by up to 10\% across a suite of 8 reasoning benchmarks on 4 different models spanning Qwen and Llama model families, outperforming supervised fine-tuning on 25,000 expert game trajectories. Multi-game training (TicTacToe, Kuhn Poker, Simple Negotiation) yields the strongest results, with improvements observed across both base and instruction-tuned models. Analysis of chain-of-thought traces reveals that games develop distinct cognitive patterns that transfer to improve reasoning performance, with different games developing complementary strengths. Even models which have already been trained on reasoning tasks using RLVR, like DeepSeek-R1-Distill-Qwen-7B, still benefit from our approach. These results demonstrate that zero-sum games naturally develop transferable reasoning capabilities across diverse model architectures and training stages, highlighting a promising direction for autonomous reasoning development.
Adapting one's thought process based on corrective feedback is an essential ability in human learning, particularly in collaborative settings. In contrast, the current large language model training paradigm relies heavily on modeling vast, static corpora. While effective for knowledge acquisition, it overlooks the interactive feedback loops essential for models to adapt dynamically to their context. In this work, we propose a framework that treats this interactive in-context learning ability not as an emergent property, but as a distinct, trainable skill. We introduce a scalable method that transforms single-turn verifiable tasks into multi-turn didactic interactions driven by information asymmetry. We first show that current flagship models struggle to integrate corrective feedback on hard reasoning tasks. We then demonstrate that models trained with our approach dramatically improve the ability to interactively learn from language feedback. More specifically, the multi-turn performance of a smaller model nearly reaches that of a model an order of magnitude larger. We also observe robust out-of-distribution generalization: interactive training on math problems transfers to diverse domains like coding, puzzles and maze navigation. Our qualitative analysis suggests that this improvement is due to an enhanced in-context plasticity. Finally, we show that this paradigm offers a unified path to self-improvement. By training the model to predict the teacher's critiques, effectively modeling the feedback environment, we convert this external signal into an internal capability, allowing the model to self-correct even without a teacher.
Two-sided matching markets often involve information that unfolds over time through interviews, repeated interaction, learning, and separation. Existing matching models typically reduce this process to immediate sub-Gaussian feedback about fixed preferences, missing settings where payoff-relevant information is revealed gradually and changes future matching decisions. We introduce a framework with temporally extended feedback, that formulates two-sided matching as a partially observable Markov game with costly pre-match screening, noisy post-match observations, evolving latent profiles, and endogenous continuation or dissolution. We instantiate this framework in Learn2Match, a multi-agent reinforcement-learning benchmark for dynamic matching markets. Learn2Match supports decentralized decision making over whom to interview, whom to match with, and when to dissolve a match, while evaluating policies using regret, social welfare, and an information-friction loss that measures the welfare gap caused by incomplete revelation of latent preferences. We find that independent PPO achieves higher cumulative social welfare and lower cumulative regret than the bandit-style CA-ETC baseline under temporally extended feedback, demonstrating the promise of MARL for dynamic matching markets. However, PPO still incurs higher information-friction loss, revealing that end-to-end MARL does not yet provide the coordinated exploration structure of matching-bandit methods. These results position Learn2Match as a benchmark for developing the next generation of matching-market algorithms: methods that are adaptive like RL agents, statistically disciplined like bandit algorithms, and structurally aware like stable-matching mechanisms.
Writing competitive programming problems is exacting. Authors must: set constraints, input distributions, and edge cases that rule out shortcuts; target specific algorithms (e.g., max-flow, dynamic programming, data structures); and calibrate complexity beyond the reach of most competitors. We argue that this makes for an ideal test of general large language model capabilities and study whether they can do this reliably. We introduce AutoCode, which uses multiple rounds of validation to yield competition-grade problem statements and test cases. On held-out problems, AutoCode test suites approach 99% consistency with official judgments, a significant improvement over current state-of-the-art methods like HardTests, which achieve less than 81%. Furthermore, starting with a random seed problem, AutoCode can create novel variants with reference and brute-force solutions. By cross-verifying these generated solutions against test cases, we can further filter out malformed problems. Our system ensures high correctness, as verified by human experts. AutoCode successfully produces novel problems judged by Grandmaster-level (top 0.3%) competitive programmers to be of contest quality.
AI's central challenge is shifting from capability to coexistence. The dominant paradigm in AI research focuses on developing powerful agents under stationary-environment assumptions, treating the world as an exogenous source of feedback. This position paper argues that a solipsistic superintelligence---an extremely capable solver of stationary problems---is unlikely to be cooperative. Deployment induces endogenous nonstationarity: other agents adapt, producing best-response dynamics that reshape the environment the AI was trained to navigate. The result is a train--test--deploy gap where historical distributions diverge from deployment realities; the more aggressively a solipsistic superintelligence exploits historical regularities, the faster it renders them obsolete. Cooperation is therefore not an added capability but an equilibrium property that solipsistic superintelligence cannot guarantee. We call for a multi-agent-first research paradigm treating strategic interdependence as a core design principle, alongside dynamic evaluation: testbeds where distributions are generated by adaptive counterparties, and metrics prioritizing equilibrium stability over single-score task success.
While recent automated red-teaming methods show promise for systematically exposing model vulnerabilities, most existing approaches rely on human-specified workflows. This dependence on manually designed workflows suffers from human biases and makes exploring the broader design space expensive. We introduce AgenticRed, an automated pipeline that leverages LLMs' in-context learning to iteratively design and refine red-teaming systems without human intervention. Rather than optimizing attacker policies within predefined structures, AgenticRed treats red-teaming as a system design problem, and it autonomously evolves automated red-teaming systems using evolutionary selection and generational knowledge. Red-teaming systems designed by AgenticRed consistently outperform state-of-the-art approaches, achieving 96
As everyday use cases of large language model (LLM) AI assistants have expanded, it is becoming increasingly important to personalize responses to align to different users' preferences and goals. While reinforcement learning from human feedback (RLHF) is effective at improving LLMs to be generally more helpful and fluent, it does not account for variability across users, as it models the entire user population with a single reward model, meaning it assumes that everyone's preferences are the same. We present a novel framework, **P**reference **L**earning **U**sing **S**ummarization (**PLUS**), that uses reinforcement learning (RL) to learn to produce text-based summaries of each user's preferences, characteristics, and past conversations. These summaries condition the reward model, enabling it to make personalized predictions about the types of responses valued by each user. Both the user-summarization model and reward model are trained simultaneously, creating an online co-adaptation loop. We show that in contrast to the standard Bradley–Terry model, summaries produced by PLUS capture diverse aspects of user preferences, achieving a 11–77\% improvement in reward model accuracy. Key strengths of PLUS are: (1) robust performance with new users and conversation topics, achieving a 25\% improvement over the best personalized reward model technique used for RLHF; (2) zero-shot personalization with state-of-the-art proprietary models like GPT-4 (e.g., PLUS-summary-conditioned responses achieved a 72\% win rate compared to 28\% for default GPT-4o); (3) learning from flexible user contexts beyond preference labels, and (4) interpretable representation of users, enabling greater transparency and user control in pluralistic LLM alignment.
Most applications of generative AI involve a sequential interaction in which a person inputs a prompt and waits for a response, and where reaction time and adaptivity are not important factors. In contrast, live jamming is a collaborative interaction that requires real-time coordination and adaptation without access to the other player's future moves, while preserving diversity to sustain a creative flow. Reinforcement learning post-training enables effective adaptation through on-policy interaction, yet it often reduces output diversity by exploiting coherence-based rewards. This collapse, known as “reward hacking”, affects many RL post-training pipelines, but is especially harmful in live jamming, where musical creativity relies on dynamic variation and mutual responsiveness. In this paper, we propose a novel adversarial training method on policy-generated trajectories to mitigate reward hacking in RL post-training for melody-to-chord accompaniment. A co-evolving discriminator separates policy trajectories from the data distribution, while the policy maximizes the discriminator output in addition to coherence rewards to prevent collapse to trivial outputs. We evaluate accompaniment quality and output diversity in simulation with both fixed test melodies and learned melody agents, and we conduct a user study with the model deployed in a real-time interactive system with expert musicians. Quantitative evaluation and user feedback demonstrate improved output diversity, harmonic coherence, adaptation speed and user agency. Our results demonstrate a simple yet effective method to mitigate reward hacking in RL post-training of generative sequence models.
Being able to cooperate with new people is an important component of many economically valuable AI tasks, from household robotics to autonomous driving. However, generalizing to novel humans requires training on data that captures the diversity of human behaviors. Adversarial training is a promising method that allows dynamic data generation and ensures that agents are robust. It creates a feedback loop where the agent's performance influences the generation of new adversarial data, which can be used immediately to train the agent. However, adversarial training is difficult to apply in a cooperative task; how can we train an adversarial cooperator? We propose a novel strategy that combines a pretrained generative model to simulate valid cooperative agent policies with adversarial training to maximize regret. We call our method GOAT: Generative Online Adversarial Training. In this framework, the GOAT dynamically searches the latent space of the generative model for coordination strategies where the learning policy, the Cooperator agent, underperforms. GOAT enables better generalization by exposing the Cooperator to various challenging interaction scenarios. We maintain realistic coordination strategies by keeping the generative model frozen, thus avoiding adversarial exploitation. We evaluate GOAT with real human partners, and the results demonstrate state of the art performance on the Overcooked benchmark, highlighting its effectiveness in generalizing to diverse human behaviors.
Humans often acquire new skills by observing others, since observed behaviors implicitly reveal how to act in an environment. However, observations drawn from a heterogeneous population introduce conflicting behavioral signals, making it difficult to determine which behaviors are worth imitating. We address this challenge with General Reward Inference and Disentanglement (GRID), a social learning method that extracts universally useful behaviors from a heterogeneous population of demonstrators pursuing different goals. GRID decomposes per-agent reward functions into a general reward, capturing behaviors shared across all agents, and specific rewards, capturing individual preferences and objectives. Training exclusively on the general reward provides a new paradigm of generalist pretraining. It yields a generalist agent that internalizes universal environmental competencies, such as safety and basic task proficiency, without the mode-averaging bias that afflicts standard learning from demonstration techniques. This generalist serves as a superior prior for fine-tuning to downstream tasks, including preferences unseen during training. Experiments across a synthetic basis function decomposition, multi-agent Craftax, and a continuous autonomous driving simulator (Highway-Env) confirm that GRID successfully disentangles reward structure in a semantically meaningful way, outperforms standard learning from demonstration baselines, and enables more efficient and stable specialization.
Reinforcement learning (RL) post-training has emerged as a powerful framework for enhancing the capabilities of large language models (LLMs), enabling impressive reasoning, math, and coding capabilities. Yet for many researchers and practitioners, the principles behind classical RL remain a "black box". In this work, we deconstruct the RL post-training algorithm, investigating each step to clarify what is actually happening beneath the surface. By isolating the mechanics of RL with Verifiable Rewards in a controlled and simplified environment, we examine how RL outcomes are shaped by the base model's prior distribution, the granularity of the reward signal, the diversity of the prompt distribution, and model scale. We use the entropy of the policy's output distribution as a lens to compare the distributions learned through pretraining, SFT, and RL post-training, revealing how each stage shapes model certainty. Our investigation sheds light on how these choices interact to affect post-training success. For example, we show that the effect of so-called 'spurious rewards' depends on the prompt distribution used for post-training. We also provide insight into why the success of RL post-training depends on whether the base model already places sufficient probability mass on the desired behavior, linking it to the classical concept of exploration in RL. Ultimately, we provide this primer as a resource to those in the NLP community wishing to incorporate RL as a tool in their toolbox.
With the rapid development and uptake of large language models (LLMs) across high-stakes settings, it is increasingly important to ensure that LLMs behave in ways that align with human values. Existing moral benchmarks prompt LLMs with value statements, moral scenarios, or psychological questionnaires, with the implicit underlying assumption that LLMs report somewhat stable moral preferences. However, moral psychology research has shown that human moral judgements are sensitive to morally irrelevant situational factors, such as smelling cinnamon rolls or the level of ambient noise, thereby challenging moral theories that assume the stability of human moral judgements. Here, we draw inspiration from this "situationist" view of moral psychology to evaluate whether LLMs exhibit similar cognitive moral biases to humans. We curate a novel multimodal dataset of 60 "moral distractors" from existing psychological datasets of emotionally-valenced images and narratives which have no moral relevance to the situation presented. After injecting these distractors into existing moral benchmarks to measure their effects on LLM responses, we find that moral distractors can shift the moral judgements of LLMs by over 30