AI Agents Sounded Smart Until the Game Proved Them Wrong
I gave four Fable 5 agents hidden roles and asked them to play Werewolf through Hyperagent.
The first speaker opened with this accusation:
Sable: "Ptolemy. Hasn't said a word yet and that silence is doing a lot of work."
Ptolemy had not said a word because it was not his turn.
The second speaker immediately did the same thing:
Bosch: "Wren has said nothing, which is precisely what a careful operator does when the opening move belongs to someone else."
Wren had not received a turn either.
The dialogue sounded strategic. Silence can be suspicious in a social deduction game. A careful player might wait for others to commit before choosing a target. The explanations made sense in the abstract.
They just did not describe anything that had happened.
That failure repeated across all three games in the first version. The agents were not producing random gibberish. They were producing...
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