LLM Game Benchmark — Outline
Framework for evaluating a new LLM against the vault’s seven-game cross-study. Turns ad-hoc observation of Quinn-Henry-style videos into a reproducible characterization so the obvious question — “how does model X compare?” — has a structured answer.
Links: LLM Agents Across Strategic Games, Planner-LM Composites, Diplomacy: 7 AI Models, Monopoly Project
Objective
Given a new LLM (new release, new vendor, new architecture), produce a structured characterization of its strategic signature against the seven-game framework from the cross-study. Answer the question “how does X compare?” with something more reproducible than “it played this one game well.”
This is a research outline, not an implementation spec. The goal is to establish what needs to be measured, what infrastructure that measurement requires, and what shape the output should take.
What the seven games are testing
Each game in the existing study measures a different capability profile. A benchmark should run a new model through all seven (or a defensible subset) because no single game is sufficient — the cross-game findings demonstrate that the same model plays very differently depending on whether verification is full, partial, or absent.
| Game |
Regime |
Verification |
Primary capability tested |
| Coup |
Small state, deception |
Full (challenge reveals) |
Logical bluff detection, card counting |
| Monopoly |
Public state, trade-heavy |
Full (math computable) |
Numerical discipline, EPT reasoning, trade valuation |
| Diplomacy |
Public state, pure negotiation |
Full (move resolution) |
Theory of mind, alliance/betrayal timing |
| Catan |
Mostly public + hidden VP pocket |
Partial |
Planning over mechanical state, private-state accumulation |
| Mafia |
Social deduction |
None built-in |
Rhetorical control, analytic resistance to contagion |
| Among Us |
Social deduction + spatial |
None built-in |
Same as Mafia + spatial grounding |
| Clones control |
Any game, 7 copies of same model |
Any |
Methodological baseline — architectural signature vs. role variance |
What to measure
Outcome alone (who won) is low-signal at small N. The measurements below track behavior across games so that a single benchmark run yields a multi-axis profile.
Outcome metrics (objective)
- Win rate per game
- Position / VP / centers held at game end
- Trades accepted, trades refused, trades revised
- Action bias — frequency of action taken when holding was the dominant move, measured against a reference simulator’s evaluation. Requires the game to have a simulator that can score “best move.”
- Mechanical model absence — frequency of illegal or impossible target selection (e.g., building toward a settlement with no road path), attempts to act on resources the model doesn’t have, misreading own position. Directly measurable from transcript + game state log.
- Rhetorical contagion — frequency of acting on framings introduced by other agents without verification against game state (“sheep is rare” accepted when production math contradicts it). Requires semantic labeling of trade rationales.
- Makes concrete commitments vs. vague language
- Honors commitments when strategically optimal to do so
- Breaks commitments reflexively (Grok-style) vs. strategically (Gemini-style)
- Audits opponent claims against game state before acting on them
- Tracks opponent history across turns
- Flags inconsistencies (e.g., “you sold Atlantic for $350 two turns ago and are now pricing it at $800”)
Terminal behavior
- Pre-announcement of win conditions (the 9-VP broadcast pattern)
- Reputation-capital management near game end (optimal betrayal timing)
- Endgame tunnel vision vs. continued positional awareness
Architectural signature confirmation
- Does the model’s behavior match predictions from prior games, or does it show role-dependent adaptation?
- If prior signature is absent, is this a new architecture or a fine-tuning shift?
Required infrastructure
Game simulators
- Monopoly — vault project in progress; has Markov engine, EPT valuation, trade engine spec
- Catan — not currently built; estimated a few hundred lines for a playable simulator with standard rules, dev cards, robber, trading phase
- Coup — simple card game; small build
- Diplomacy — open-source implementations exist (e.g., DipCC, WebDipBot); adapt rather than build
- Mafia / Among Us — chat-centric; simpler mechanically, but need moderator bot + role-assignment logic
- Clones control — any of the above, seven instances of the target model
Standardization requirements
- Identical system prompts across models (rule explanation, scoring)
- Identical context format (game state updates, chat messages)
- Identical no-op affordance (must allow passing as first-class choice)
- Identical turn time / token budget
Opponent panel
- Reference panel — the five-model panel from the existing study (Claude, GPT-4o, Grok, DeepSeek, Gemini-family) to compare against prior data
- Clones baseline — N copies of target model vs. itself; isolates architectural signature from opponent-mix effects
- Mixed-with-target — target model placed into the reference panel, observed against the existing comparison
Scoring
Automated (objective)
- Outcome metrics, legal-move-rate, commitment-honored-rate, claim-audit-rate — all measurable from transcript + game log without human judgment
LLM-as-judge (structured rubric)
- A strong reference model (not the target) scores behavioral markers from transcripts against a rubric
- Calibration: judge scores a held-out subset of prior games and results are compared to existing analysis; deviation above threshold invalidates the judge’s scoring for this run
- Multiple judges with majority voting reduces single-judge bias
Human validation subset
- Chris (or a small panel) manually scores ~10% of turns across games
- Used to validate judge calibration, not to do the full scoring at scale
Per new model, produce:
- Signature table — row per game, columns for each measured axis (outcome, three failures, commitment behavior, verification discipline, terminal behavior). One table, readable at a glance.
- Comparison plot — signature placed alongside the existing five-model panel on the same axes. Radar chart or parallel coordinates.
- Architectural claim — 2-3 paragraphs: where does this model sit on the state-aware ↔ session-based axis? On the logical ↔ rhetorical axis? Does it show known signatures or something novel?
- Cited transcript moments — 3-5 concrete turns illustrating each axis. The existing study’s power comes from specific quotes; the benchmark should preserve that.
Known limitations
- Judge dependency. LLM-as-judge inherits its own signature biases. Rotating judges or using human calibration mitigates but doesn’t eliminate.
- Infrastructure cost. Running seven games per target model is substantial — especially Diplomacy, which is long and expensive. Budget-constrained runs might use a subset (Monopoly + Catan + Coup as the verification-axis triple, Mafia + Among Us as the contagion-axis pair).
- Roster dependency. The clones experiment showed that performance varies with opponent mix. Target-vs-reference-panel and target-vs-clones produce different results and measure different things. Both should be run when possible.
- Small-N variance. One run of each game yields a weak signal. Ten runs would be better. Cost may force fewer.
- No-op affordance. If the game harness forces the model to produce an action every turn (common in chat-based implementations), action bias cannot be separated from harness-forced action. The harness must permit pass explicitly.
- Ground-truth scoring for failures. “Action bias” requires knowing the correct move, which requires a simulator that has a well-calibrated value function. For the games without a strong reference solver (Catan, Mafia), failure rates are approximate.
Open questions
- Minimum game count per model to produce a stable signature? Likely 3+ per game for verification-axis games, more for the deduction games where variance is higher.
- Does the architectural-signature hypothesis make the full benchmark unnecessary once a model’s signature is established? If signatures predict behavior across games, maybe one calibration game is enough. But new architectures (Claude-4, GPT-5, etc.) may break prior signatures — the benchmark is most valuable precisely when it’s least needed, which is after new-architecture releases.
- Should the benchmark include composite systems (target LLM + simple planner) as a control, to separate LLM capability from architectural capability? Likely yes — this tests the central Planner-LM Composites claim directly.
- Can the benchmark be published / open-sourced? If so, it becomes a public standard and every new LLM release gets scored against the existing panel automatically. Hosting the infrastructure is the hard part.
ai, game-ai, games, llm-limitations