It is suggested that imitating full trajectories helps with playability, while turn-level and teacher-guided training usually improve decision-making and increase the overall score, and small models are performant simply by using careful curation strategies rather than aggressive changes.
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.
The results suggest that broad SFT brings most of the model's capability improvement; turn-local supervision can be effective when failure detection is precise, with observed transfer concentrated primarily within-family.
This paper investigates how knowledge transfers across different dialogue games by finetuning LLM models on games from the clembench suite and finds that some games benefit more from transfer than finetuning, and that the visuospatial family transfers best.
Filippo Momentè, Mir Nafis Sharear Shopnil, Andrea Gregor de Varda et al.· 0 citations
AnthroDial is presented, a closed-loop framework that formulates anthropomorphic dialogue as a joint problem of system architecture, executable evaluation, and diagnostic alignment and shows that anthropomorphic dialogue benefits when generation, evaluation, and reward shaping share the same behavioral dimensions.
Wentao Liu, Si-Yu Song, Xi Chen et al.· arXiv.org· 0 citations
Large language models can interpret user requests plausibly yet fail to produce actions that satisfy structural constraints. We study this problem in Dungeons & Dragons (D&D) combat, where player intent must be grounded in the current game state and translated into well-formed commands for Avrae, a Discord-based D&D au...
Ez Zwall, Kedong Chen, Yalun Zhou et al.· Proceedings of the 26th ACM...· 0 citations
Next-turn user reactions provide actionable local credit for improving multi-turn user-interacting agents and improves the nine-domain $\tau$-family average across three independently trained runs.
Yi-Wen Zhao, Zhihao Wen, Yuchen Mao et al.· 1 citation
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