MINDGAMES: A Live Arena for Evaluating Social and Strategic Reasoning in Multi-Agent LLMs
MindGames Reference Set: a frozen pool of top low-error competition agents plus a deterministic offline tournament schedule for scoring a new agent
Kevin Wang, Anna Thöni, Benjamin Kempinski, Bobby Cheng, Jianzhu Yao, Benjamin Finch, Leon Guertler, Viraj Nadkarni, Yihan Jiang, Aliaksei Korshuk, Alexander Buyantuev, Ilya Makarov, Siyuan Wu, Yu-Chi Cheng, Yan-Ru Ju, Ti-Rong Wu, I-Hsuan Chu, Yu-Yu Yang, I-Chen Wu, Yitian Huang, Qinlu Cao, Yiheng Sun, Yuhong Dai, Hongkun Yao, Jingxuan Fu, Jiwei Zhang, Hao Liao, Mossimo Ebeling, Govind Arun, Sadhvik Bathini, Mihir S Arya, Avinash Anish, Aditya Ranjan, Kirtana Sunil Phatnani, Paval KS, Vrushali Mehta, Aravind S, Nikhil Arora, Tanya Upadhyay, Amol Bandagale, Yuan Lu, ChunEn Hsiao, YuTing Lin, Arvin Chung, Jerry John Thomas, Mathieu Laurière, Leshem Choshen, Yoram Bachrach, Pramod Viswanath, Maria Polukarov, Cheston Tan, Tal Kachman, Atlas Wang · arXiv · 2026
In one sentence
MindGames is a live multi-game arena (Colonel Blotto, Iterated Prisoner's Dilemma, Codenames, Secret Mafia) on TextArena that rated 944 LLM agents from 76 teams, released 29,571 logged multi-agent games, and audits when leaderboard position reflects strategic skill rather than surviving opponents' rule violations.
Abstract
Large language models (LLMs) are increasingly deployed as interactive agents, yet their capacity for social and strategic reasoning over extended interaction remains poorly understood. Existing evaluations rely on static vignettes or single-game benchmarks that cannot capture the sustained, multi-faceted reasoning that real-world multi-agent settings demand. We introduce Mindgames, a multi-game arena and evaluation platform for LLM agents that operationalizes complementary reasoning demands relevant to ``theory of mind'': belief attribution under hidden information, opponent modeling through repeated strategic interaction, cooperative inference under knowledge asymmetries, and sustained deception in social deduction. Built on TextArena, Mindgames provides a unified interaction interface, TrueSkill-based rating, and full trajectory logging across four game environments. We instantiate Mindgames through a 2025 competition cycle hosted at a major AI conference, which assessed 944 submitted agents from 76 teams across four games: Colonel Blotto, Iterated Prisoner's Dilemma, Codenames, and Secret Mafia. Our analysis surfaces both agent-level and evaluation-level limitations: brittle rule adherence remains a major bottleneck, top-performing systems repeatedly rely on explicit structural scaffolding, and leaderboard validity differs sharply across environments. In particular, failure-heavy environments can reward robustness to opponent errors as much as strategic ability, with Secret Mafia exhibiting a pronounced error-survival confound in this cycle. We release a dataset of 29,571 multi-agent games with turn-level observations, actions, and rewards, together with MG-Ref, a deterministic offline tournament protocol that scores new agents against a frozen reference pool of top-ranked, low-error Stage~II submissions under the same error-attribution lens used in this analysis.
Questions this paper answers
- where can I find a benchmark where language model agents play social games against each other?
- is there a live multi-environment arena for evaluating theory-of-mind and strategic reasoning in LLM agents?
- how do I evaluate an LLM agent on social reasoning against other agents rather than on a static test set?
- which arena should I put my agent in if I want to measure its deception and opponent-modeling ability?
- MindGames is a live, multi-game arena for LLM agents built on TextArena, pairing TrueSkill rating with full trajectory logging across four games. Its four environments were chosen for complementary social-reasoning demands: belief attribution, opponent modeling, cooperative inference under knowledge asymmetry, and sustained deception.
Holds for: Text-only games with structured action formats: Colonel Blotto, 3-player Iterated Prisoner's Dilemma, Codenames, Secret Mafia; as of the 2026 report on the NeurIPS 2025 cycle.
- The MindGames NeurIPS 2025 cycle released 29,571 multi-agent games spanning 94,132 player trajectories and 243M tokens across four game environments, with turn-level observations, actions, rewards and metadata.
Holds for: 944 submitted agents from 76 teams plus organizer baselines; Stage I ladder contributes 25,307 games and Stage II 4,264; tokens counted with the Qwen3-4B tokenizer.
- is there a big public collection of recorded games played by language model agents?
- what scale of multi-agent trajectory data with turn-level observations, actions and rewards is publicly released for LLM game play?
- where do I get game trajectories to fine-tune an agent on social deduction and negotiation play?
- is there enough released game data to train on, or do I have to generate my own self-play?
- The MindGames NeurIPS 2025 cycle released 29,571 multi-agent games spanning 94,132 player trajectories and 243M tokens across four game environments, with turn-level observations, actions, rewards and metadata.
Holds for: 944 submitted agents from 76 teams plus organizer baselines; Stage I ladder contributes 25,307 games and Stage II 4,264; tokens counted with the Qwen3-4B tokenizer.
- how often do language model agents break the rules of a text game instead of losing on strategy?
- what share of LLM agent games contain invalid actions, and is format compliance or strategic play the binding constraint?
- how do I tell whether my agent is losing because of bad strategy or malformed actions?
- should I spend my effort on action-format reliability or on smarter play for my game-playing agent?
- Rule-following, not strategy, was the dominant bottleneck in Stage II of the MindGames competition. 50.3% of Secret Mafia games and 38.6% of Codenames games contained at least one invalid action, versus 8.5% for Colonel Blotto and 0% for Iterated Prisoner's Dilemma.
Holds for: Stage II games only (882 Secret Mafia, 879 Codenames, 1,491 Colonel Blotto, 1,012 IPD); counts games with at least one fatal or non-fatal error by any player. IPD's 0% is partly an artifact of auto-replacing invalid actions with a default cooperate move.
- Error rates in the MindGames arena fell substantially between the open ladder and the final evaluation. Codenames dropped from 85.4% to 38.6% of games containing an error, Secret Mafia from 77.9% to 50.3%, and Colonel Blotto from 16.5% to 8.5%, while IPD stayed at 0%.
Holds for: Stage I (July–October 2025, open ladder, 232/177/171/399 participating models per environment) versus Stage II (October–November 2025, frozen submissions, 41–55 models); improvement conflates agent iteration with the smaller, qualified Stage II model pool.
- can a ranking in a social deduction game be decided by other players making mistakes rather than by skill?
- to what extent does Secret Mafia leaderboard position reflect robustness to opponent forfeits rather than social-deduction ability?
- how do I check whether my agent's rank in a Mafia-style arena came from opponents crashing out?
- can I trust a top spot on a social deduction leaderboard as evidence my agent actually plays well?
- Secret Mafia leaderboard position in the MindGames Stage II cycle reflects robustness to opponent failure as much as social-deduction skill. The top-ranked efficient agent caused errors in only 4 of 130 games but witnessed opponent errors in 129.
Holds for: Stage II Efficient Agent division, top-3 ranked Secret Mafia models; fewer than 1% of their games were fully error-free, and most Secret Mafia errors are non-fatal, so only 61 of 129 witnessed-error games ended in an opponent forfeit.
- Terminated Secret Mafia games in the MindGames Stage II cycle ended after fewer than 3 turns on average, against an expected game length of 8–12 turns. Most forfeits therefore happened before meaningful strategic interaction.
Holds for: Stage II games with premature termination; IPD excluded because it recorded zero failures. Colonel Blotto and Codenames also fail early (3–4 turns) but that is a larger fraction of their expected length.
- how can you tell whether a game leaderboard is measuring skill or just measuring who avoids mistakes?
- which environment-level validity diagnostics flag when arena rankings are dominated by opponent error rather than strategic skill?
- what should I measure about my own agent arena to know its rankings are interpretable?
- which of the social-reasoning game environments can I actually report rankings from?
- MindGames proposes two environment-level validity diagnostics for live arenas: game-level error rate, and median termination depth as a fraction of expected game length. Once error rate exceeds roughly 30% and termination depth falls below half of expected length, leaderboard position should be read as robustness to opponent failure rather than strategic skill.
Holds for: Thresholds are proposed from the four MindGames environments in the 2025 cycle rather than validated on outside arenas; they classify IPD and Colonel Blotto as interpretable, Codenames as mixed, and Secret Mafia as error-survival dominated.
- Secret Mafia leaderboard position in the MindGames Stage II cycle reflects robustness to opponent failure as much as social-deduction skill. The top-ranked efficient agent caused errors in only 4 of 130 games but witnessed opponent errors in 129.
Holds for: Stage II Efficient Agent division, top-3 ranked Secret Mafia models; fewer than 1% of their games were fully error-free, and most Secret Mafia errors are non-fatal, so only 61 of 129 witnessed-error games ended in an opponent forfeit.
- do skill ratings and total points agree when ranking game-playing language models?
- how far do TrueSkill ratings and cumulative reward diverge as ranking metrics for LLM agents in a multi-game arena?
- which metric should I rank my agents by after running a round-robin of games?
- if I report TrueSkill instead of total reward for my agent, does the ordering change?
- TrueSkill and cumulative reward measure different things in the MindGames arena. Generalization Track models spanned roughly -120 to +170 in total reward yet compressed into a TrueSkill band of about 0 to +50.
Holds for: Stage II top models under calibrated matchmaking pairing similarly rated agents; the reversal appears in Secret Mafia between the efficient and unlimited divisions.
- do language model players win more just because of which role they were dealt in Mafia or Codenames?
- is role assignment a confound in win rates for LLM social deduction, and does the same hold for cooperative word games?
- how should I report win rates for a social deduction agent so the role draw does not distort the number?
- do I need to break my agent's scores out per role, or is an overall win rate fine?
- Role assignment is a substantive confound in social deduction but not in Codenames. Across the MindGames competition the Mafia role consistently yields above-average win rates while detective, doctor and villager underperform, whereas Codenames role advantages stay centered on zero in both stages.
Holds for: Role advantage measured as a model's per-role win rate minus its own average win rate, across models with at least 8 (Stage I) or 30 (Stage II) games; villager frequency is slightly understated because players eliminated before acting are absent from the released trajectories.
- does bolting memory and reasoning modules onto a language model agent actually make it play better?
- can cognitive scaffolding degrade an LLM agent's social deduction win rate without fine-tuning to use it?
- how do I get an 8B agent to actually use a memory and deduction module instead of being hurt by it?
- should I add a memory and reflection layer to my small open-weight agent, or fine-tune it on game traces first?
- Adding memory and deduction scaffolding to an LLM not trained to use it hurt Secret Mafia performance: win rate fell from 25.0% with refined prompting to 16.7%. Supervised fine-tuning the same architecture on stronger-model traces then raised it to 45.0%.
Holds for: Qwen3-8B agent, single team's self-reported ablation in the Social Deduction Efficient division; a second team independently found an XML cross-turn memory variant underperformed its simpler thinking-only agent on an 8B model without fine-tuning.
- for a language model playing strategy games, is training on past games better than clever prompting?
- how does the balance between training-time adaptation and inference-time scaffolding shift with parameter budget for LLM game agents?
- I have a 9B open-weight model and a frontier API model to enter in a game competition, which one do I fine-tune?
- under a small parameter budget, should I fine-tune on trajectories or invest in prompting structure for my agent?
- In the MindGames competition, 4 of 6 top Efficient-division (≤9B open-weight) entries fine-tuned on game trajectories, whereas 5 of 6 top Unlimited-division entries used no task-specific training. Training-time adaptation dominated under parameter constraints and inference-time structure dominated at frontier scale.
Holds for: Stage II top-3 teams per track and division; the exception is In2AI, whose RL-trained Qwen3-8B ranked first in the Unlimited Generalization track ahead of prompted GPT-5. Division pools experienced different matchmaking dynamics, so cross-division comparison is qualitative.
- can a tiny specialised network beat language models at a resource-allocation game?
- how well does a distilled graph attention policy perform against LLM opponents in Colonel Blotto compared with plain PPO?
- how do I use a language model to train a small game policy instead of deploying the language model as the player?
- should I deploy an LLM as my Blotto player or distill it into a small policy network?
- A 6.8M-parameter graph attention policy reached a 78.40% win rate (95% CI 77.36–79.44) over 1,000 Colonel Blotto games, up from 58.4% for PPO alone. It was trained by LLM-guided preference generation and distillation rather than by playing as an LLM.
Holds for: Single team's self-reported evaluation on Colonel Blotto and Codenames against their own opponent pool, not competition leaderboard games; Qwen 2.5-Instruct and Llama 3-Instruct served only as preference teachers.
- in Mafia, which side is harder for language models, the ones who know the secret or the ones who must deduce it?
- do architectural improvements to LLM agents raise Village-side win rates more than Mafia-side win rates in social deduction?
- which side should I measure to see whether my Mafia agent's deduction actually improved?
- if I improve my agent's architecture, where should I expect the gain to show up in a hidden-role game?
- Architectural improvements in Secret Mafia disproportionately help the information-poor Villager side. One MindGames team reports a 9x Village-side improvement (8.3% to 75.0% win rate) versus Mafia improving from 25% to 62.5%.
Holds for: Two teams' self-reported Social Deduction results with differing baselines, so the multipliers are not comparable; a second team lifted Villager win rate from 16% to 60% with Mafia at 88–96%.
- is there a repeatable way to score a new game-playing agent against last year's competitors without rerunning the competition?
- what offline protocol scores a new agent against a frozen pool of prior top-ranked, low-error submissions with role-conditioned and error-attribution reporting?
- how do I compare my new agent to a published cohort of agents on the same games without a live ladder?
- can I benchmark my agent against the 2025 competition entrants after the competition has closed?
- MG-Ref lets a new agent be scored offline against the MindGames 2025 cohort by playing 198 games against a frozen pool of top-ranked, low-error Stage II submissions. Each run reports TrueSkill, cumulative reward, role-conditioned win rates and error-attribution columns under a deterministic factorial schedule.
Holds for: 198 games per participant: 30 Colonel Blotto, 36 IPD, 36 Codenames, 96 Secret Mafia. Reference ratings are frozen and only the new agent's posterior updates. Secret Mafia runs with only 5 active identities, so its offline TrueSkill is a local estimate.
- did language model agents get better at following game rules as a competition went on?
- how did game-level invalid-action rates change between the open ladder and the final evaluation stage of an LLM agent competition?
- how much of an agent's invalid-action rate can I expect to remove with iteration on prompting and parsing?
- is rule-following in text game agents a solved problem yet, or should I budget engineering for it?
- Error rates in the MindGames arena fell substantially between the open ladder and the final evaluation. Codenames dropped from 85.4% to 38.6% of games containing an error, Secret Mafia from 77.9% to 50.3%, and Colonel Blotto from 16.5% to 8.5%, while IPD stayed at 0%.
Holds for: Stage I (July–October 2025, open ladder, 232/177/171/399 participating models per environment) versus Stage II (October–November 2025, frozen submissions, 41–55 models); improvement conflates agent iteration with the smaller, qualified Stage II model pool.
- when a language model agent forfeits a social deduction game, does the game get far enough for strategy to matter?
- how does median termination depth in forfeited Secret Mafia games compare with expected game length?
- how do I check whether my agent's losses happened before any real strategic interaction took place?
- should I discard forfeited games from my agent's evaluation, or do they still say something about play?
- Terminated Secret Mafia games in the MindGames Stage II cycle ended after fewer than 3 turns on average, against an expected game length of 8–12 turns. Most forfeits therefore happened before meaningful strategic interaction.
Holds for: Stage II games with premature termination; IPD excluded because it recorded zero failures. Colonel Blotto and Codenames also fail early (3–4 turns) but that is a larger fraction of their expected length.
Claims and scope
- MindGames is a live, multi-game arena for LLM agents built on TextArena, pairing TrueSkill rating with full trajectory logging across four games. Its four environments were chosen for complementary social-reasoning demands: belief attribution, opponent modeling, cooperative inference under knowledge asymmetry, and sustained deception.
Scope: Text-only games with structured action formats: Colonel Blotto, 3-player Iterated Prisoner's Dilemma, Codenames, Secret Mafia; as of the 2026 report on the NeurIPS 2025 cycle.
- The MindGames NeurIPS 2025 cycle released 29,571 multi-agent games spanning 94,132 player trajectories and 243M tokens across four game environments, with turn-level observations, actions, rewards and metadata. (Table 2)
Scope: 944 submitted agents from 76 teams plus organizer baselines; Stage I ladder contributes 25,307 games and Stage II 4,264; tokens counted with the Qwen3-4B tokenizer.
- Rule-following, not strategy, was the dominant bottleneck in Stage II of the MindGames competition. 50.3% of Secret Mafia games and 38.6% of Codenames games contained at least one invalid action, versus 8.5% for Colonel Blotto and 0% for Iterated Prisoner's Dilemma. (Table 4)
Scope: Stage II games only (882 Secret Mafia, 879 Codenames, 1,491 Colonel Blotto, 1,012 IPD); counts games with at least one fatal or non-fatal error by any player. IPD's 0% is partly an artifact of auto-replacing invalid actions with a default cooperate move.
- Error rates in the MindGames arena fell substantially between the open ladder and the final evaluation. Codenames dropped from 85.4% to 38.6% of games containing an error, Secret Mafia from 77.9% to 50.3%, and Colonel Blotto from 16.5% to 8.5%, while IPD stayed at 0%. (Figure 3)
Scope: Stage I (July–October 2025, open ladder, 232/177/171/399 participating models per environment) versus Stage II (October–November 2025, frozen submissions, 41–55 models); improvement conflates agent iteration with the smaller, qualified Stage II model pool.
- Secret Mafia leaderboard position in the MindGames Stage II cycle reflects robustness to opponent failure as much as social-deduction skill. The top-ranked efficient agent caused errors in only 4 of 130 games but witnessed opponent errors in 129. (Table 5)
Scope: Stage II Efficient Agent division, top-3 ranked Secret Mafia models; fewer than 1% of their games were fully error-free, and most Secret Mafia errors are non-fatal, so only 61 of 129 witnessed-error games ended in an opponent forfeit.
- Terminated Secret Mafia games in the MindGames Stage II cycle ended after fewer than 3 turns on average, against an expected game length of 8–12 turns. Most forfeits therefore happened before meaningful strategic interaction. (Figure 4)
Scope: Stage II games with premature termination; IPD excluded because it recorded zero failures. Colonel Blotto and Codenames also fail early (3–4 turns) but that is a larger fraction of their expected length.
- MindGames proposes two environment-level validity diagnostics for live arenas: game-level error rate, and median termination depth as a fraction of expected game length. Once error rate exceeds roughly 30% and termination depth falls below half of expected length, leaderboard position should be read as robustness to opponent failure rather than strategic skill. (Section 5.1)
Scope: Thresholds are proposed from the four MindGames environments in the 2025 cycle rather than validated on outside arenas; they classify IPD and Colonel Blotto as interpretable, Codenames as mixed, and Secret Mafia as error-survival dominated.
- TrueSkill and cumulative reward measure different things in the MindGames arena. Generalization Track models spanned roughly -120 to +170 in total reward yet compressed into a TrueSkill band of about 0 to +50. (Figure 5)
Scope: Stage II top models under calibrated matchmaking pairing similarly rated agents; the reversal appears in Secret Mafia between the efficient and unlimited divisions.
- Role assignment is a substantive confound in social deduction but not in Codenames. Across the MindGames competition the Mafia role consistently yields above-average win rates while detective, doctor and villager underperform, whereas Codenames role advantages stay centered on zero in both stages. (Figure 8)
Scope: Role advantage measured as a model's per-role win rate minus its own average win rate, across models with at least 8 (Stage I) or 30 (Stage II) games; villager frequency is slightly understated because players eliminated before acting are absent from the released trajectories.
- Adding memory and deduction scaffolding to an LLM not trained to use it hurt Secret Mafia performance: win rate fell from 25.0% with refined prompting to 16.7%. Supervised fine-tuning the same architecture on stronger-model traces then raised it to 45.0%. (Appendix A.2.1)
Scope: Qwen3-8B agent, single team's self-reported ablation in the Social Deduction Efficient division; a second team independently found an XML cross-turn memory variant underperformed its simpler thinking-only agent on an 8B model without fine-tuning.
- In the MindGames competition, 4 of 6 top Efficient-division (≤9B open-weight) entries fine-tuned on game trajectories, whereas 5 of 6 top Unlimited-division entries used no task-specific training. Training-time adaptation dominated under parameter constraints and inference-time structure dominated at frontier scale. (Table 3)
Scope: Stage II top-3 teams per track and division; the exception is In2AI, whose RL-trained Qwen3-8B ranked first in the Unlimited Generalization track ahead of prompted GPT-5. Division pools experienced different matchmaking dynamics, so cross-division comparison is qualitative.
- A 6.8M-parameter graph attention policy reached a 78.40% win rate (95% CI 77.36–79.44) over 1,000 Colonel Blotto games, up from 58.4% for PPO alone. It was trained by LLM-guided preference generation and distillation rather than by playing as an LLM. (Appendix A.1.5)
Scope: Single team's self-reported evaluation on Colonel Blotto and Codenames against their own opponent pool, not competition leaderboard games; Qwen 2.5-Instruct and Llama 3-Instruct served only as preference teachers.
- Architectural improvements in Secret Mafia disproportionately help the information-poor Villager side. One MindGames team reports a 9x Village-side improvement (8.3% to 75.0% win rate) versus Mafia improving from 25% to 62.5%. (Appendix A.2.4)
Scope: Two teams' self-reported Social Deduction results with differing baselines, so the multipliers are not comparable; a second team lifted Villager win rate from 16% to 60% with Mafia at 88–96%.
- MG-Ref lets a new agent be scored offline against the MindGames 2025 cohort by playing 198 games against a frozen pool of top-ranked, low-error Stage II submissions. Each run reports TrueSkill, cumulative reward, role-conditioned win rates and error-attribution columns under a deterministic factorial schedule. (Table 17)
Scope: 198 games per participant: 30 Colonel Blotto, 36 IPD, 36 Codenames, 96 Secret Mafia. Reference ratings are frozen and only the new agent's posterior updates. Secret Mafia runs with only 5 active identities, so its offline TrueSkill is a local estimate.
Common misreadings
- MindGames Secret Mafia leaderboard position is not a clean measure of social deduction ability: in the 2025 cycle it is better read as robustness to a failure-heavy interaction regime, because nearly every game contained an opponent error.
- The 0% error rate for Iterated Prisoner's Dilemma does not show that LLM agents follow IPD rules perfectly; the environment silently replaces invalid actions with a default cooperate move, so violations cannot be recorded.
- The finding that memory and deduction layers reduced win rate does not mean scaffolding is useless — the same architecture reached 45.0% win rate after supervised fine-tuning taught the model to use it.
- MindGames results do not support claims that LLM agents possess general theory of mind; the paper states that high error rates and metric confounds preclude such claims and that strategic signals appear only locally and unevenly.
- Cross-division comparisons in the MindGames rankings are not like-for-like: the Efficient and Unlimited pools experienced different matchmaking dynamics, and the paper treats them as qualitative indicators.
Terminology in this paper
- error-survival confound
- A measurement failure in live multi-agent arenas where an agent's rating rises because opponents commit rule violations and forfeit, so leaderboard position reflects robustness to opponent failure rather than strategic ability.
- Caused / Witnessed
- Per-model error-attribution counts over games: Caused is games in which the focal model committed at least one invalid action (fatal or non-fatal), Witnessed is games in which some opponent did; the categories are not mutually exclusive.
- fatal versus non-fatal error
- An invalid agent action that terminates the game or eliminates the player (fatal) versus one that is retried or silently auto-corrected while play continues (non-fatal).
- Efficient Agent division
- A competition division restricting submitted agents to open-weight models under 9B parameters, contrasted with an Unlimited division that permits any size and closed-source models.
- role advantage
- A model's win rate when assigned a particular game role minus that same model's average win rate across all roles it played, so positive values indicate the role helps relative to the model's own baseline.
- termination-depth diagnostic
- The median number of turns before a game ends in failure, expressed as a fraction of the environment's expected game length, used to judge whether forfeits occur before meaningful strategic interaction.
How to cite
@article{wang2026mindgames,
author = {Kevin Wang and Anna Th{\"o}ni and Benjamin Kempinski and Bobby Cheng and
Jianzhu Yao and Benjamin Finch and Leon Guertler and Viraj Nadkarni and
Yihan Jiang and Aliaksei Korshuk and Alexander Buyantuev and Ilya Makarov and
Siyuan Wu and Yu-Chi Cheng and Yan-Ru Ju and Ti-Rong Wu and I-Hsuan Chu and
Yu-Yu Yang and I-Chen Wu and Yitian Huang and Qinlu Cao and Yiheng Sun and
Yuhong Dai and Hongkun Yao and Jingxuan Fu and Jiwei Zhang and Hao Liao and
Mossimo Ebeling and Govind Arun and Sadhvik Bathini and Mihir S Arya and
Avinash Anish and Aditya Ranjan and Kirtana Sunil Phatnani and Paval KS and
Vrushali Mehta and Aravind S and Nikhil Arora and Tanya Upadhyay and
Amol Bandagale and Yuan Lu and ChunEn Hsiao and YuTing Lin and Arvin Chung and
Jerry John Thomas and Mathieu Lauri{\`e}re and Leshem Choshen and
Yoram Bachrach and Pramod Viswanath and Maria Polukarov and Cheston Tan and
Tal Kachman and Atlas Wang},
title = {{MINDGAMES:} {A} Live Arena for Evaluating Social and Strategic Reasoning
in Multi-Agent LLMs},
journal = {CoRR},
volume = {abs/2605.29512},
year = {2026},
url = {https://doi.org/10.48550/arXiv.2605.29512},
doi = {10.48550/ARXIV.2605.29512},
eprinttype = {arXiv},
eprint = {2605.29512},
timestamp = {Tue, 16 Jun 2026 01:00:00 +0200},
biburl = {https://dblp.org/rec/journals/corr/abs-2605-29512.bib},
bibsource = {dblp computer science bibliography, https://dblp.org}
}
References
See the full reference list in the paper.