---
title: "Exploring Large Language Models for Communication Games:"
description: "This paper tests whether frozen large language models can play such games without fine-tuning… 34 references, cited by 70 papers here."
authors: ["Yuzhuang Xu", "Shuo Wang", "Peng Li", "Fuwen Luo", "Xiaolong Wang", "Weidong Liu", "Yang Liu"]
year: 2023
venue: "arXiv:2309.04658"
source: "https://arxiv.org/abs/2309.04658"
doi: "10.48550/arxiv.2309.04658"
arxiv: "2309.04658"
licence: "CC BY 4.0 (arXiv)"
licence_url: "http://creativecommons.org/licenses/by/4.0/"
summary_licence: "Elamur Cosmic License"
canonical: "https://research.elamur.ai/free/en/papers/xu-2023-exploring-large-language-models-communication/"
---
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# Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf

**Authors:** Yuzhuang Xu, [Shuo Wang](https://md.research.elamur.ai/free/en/authors/shuo-wang/), [Peng Li](https://md.research.elamur.ai/free/en/authors/peng-li/), Fuwen Luo, [Xiaolong Wang](https://md.research.elamur.ai/free/en/authors/xiaolong-wang/), Weidong Liu and [Yang Liu](https://md.research.elamur.ai/free/en/authors/yang-liu/) · **Year:** 2023 · **Venue:** arXiv:2309.04658 · **Licence:** [CC BY 4.0 (arXiv)](http://creativecommons.org/licenses/by/4.0/)

**Links:** [Publisher's page](https://arxiv.org/abs/2309.04658) · [PDF](https://arxiv.org/pdf/2309.04658) · [DOI 10.48550/arxiv.2309.04658](https://doi.org/10.48550/arxiv.2309.04658) · [arXiv 2309.04658](https://arxiv.org/abs/2309.04658) · [OpenAlex](https://openalex.org/W4386644471)

**Citations:** 24 citations (OpenAlex, 2026-10-14) · [70](https://md.research.elamur.ai/free/en/papers/xu-2023-exploring-large-language-models-communication/cited-by/) in our library, of the 141,840 papers whose bibliographies we read

## Summary
Communication games are incomplete-information games in which players must reason through natural language. They are hard for AI. Earlier Werewolf agents relied on rules or speech templates, and strong Diplomacy systems needed large amounts of human data. This paper tests whether frozen large language models can play such games without fine-tuning, using Werewolf as the test case. The seven players are each an LLM agent driven by a structured prompt, and the roles consist of a pair of werewolves, a pair of villagers, and one seer, one guard and one witch. To fit limited context windows, each agent gets a compressed history. It contains the latest messages, heuristically selected informative statements, and the agent's own reflection on the situation. The reflection also serves as a reasoning step, much like chain-of-thought. To improve over repeated games, the framework scores earlier response–reflection pairs and retrieves advice that fits the current state. This is non-parametric learning that works across rounds and with many players. Experiments show the agents can play and learn from experience. Unprogrammed strategic behaviours also emerge: trust, confrontation, camouflage and leadership. This makes LLMs promising agents for language-heavy social games.

## Key points
- Game setup: 7 players with 5 roles (2 werewolves, 2 villagers, witch, guard, seer). Each role is played by a separate prompted LLM agent, and the full prompt is given in Appendix A.5.
- The prompt has four parts: (1) rules, role descriptions and basic strategy priors; (2) compressed history; (3) suggestions drawn from past experience; (4) a chain-of-thought instruction.
- History is selected by three criteria: freshness (the most recent K messages), informativeness (heuristically chosen key messages) and completeness (the agent's reflection).
- Experience learning needs no parameter updates or human-annotated data. Unlike Shinn et al. (2023), which uses experience within a single round, and Fu et al. (2023), which handles two-player games, this method uses experience across rounds and supports multiple players.
- Observed emergent behaviours include werewolves posing as villagers, a seer inventing a pretext to signal a werewolf without revealing its role, and calls to action meant to steer votes. The authors argue that most of this is rational play rather than hallucination (Appendix A.4).

*Our summary of the paper, in our own words — not its text. The work belongs to its authors; read it at the links above.*

## Institutions

- [Tsinghua University](https://md.research.elamur.ai/free/en/universities/tsinghua-university/) — University, Beijing, China · 137 works · 83,262 citations

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## Cite

Cite as: Yuzhuang Xu, Shuo Wang, Peng Li, Fuwen Luo, Xiaolong Wang, Weidong Liu and Yang Liu. 2023. Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf. arXiv:2309.04658.

The paper itself, not this page. BibTeX from the library's record of the work.

```bibtex
@misc{xu2023exploring,
  title = {{Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf}},
  author = {Yuzhuang Xu, Shuo Wang, Peng Li, Fuwen Luo, Xiaolong Wang, Weidong Liu and Yang Liu},
  year = {2023},
  doi = {10.48550/arxiv.2309.04658},
  eprint = {2309.04658},
  archivePrefix = {arXiv},
  url = {https://doi.org/10.48550/arxiv.2309.04658}
}
```

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*Updated 24 October 2026*
