Agents
Game-Theoretic Solvers with Bayesian Opponent Modeling and Moral Rhetoric Framing for GLEE
arXiv:2610.37397v1 Announce Type: cross Abstract: We describe the agent we submitted to the GLEE Competition, which plays bargaining, negotiation, and persuasion games against a shared pool of human a
arXiv:2610.37397v1 Announce Type: cross Abstract: We describe the agent we submitted to the GLEE Competition, which plays bargaining, negotiation, and persuasion games against a shared pool of human and AI opponents. The agent is built around three central components: a classical game-theoretic solver to compute numeric moves, an online Bayesian layer to estimate opponent archetypes, and a language model to write accompanying messages. We utilize Rubinstein bargaining for bargaining, Faratin concession for negotiation, and Kamenica--Gentzkow disclosure for persuasion, and adapt those models to live opponents using two separate layers: a Bayesian estimate of the opponent's hidden discount factor, reservation value, or signaling reliability, and a Thompson sampling bandit over five moral-foundation framings coupled with an evidence-intuition spectrum to establish message register. Most of the development effort went into the recurring problem that theoretically optimal policies perform poorly in certain live settings; we report associated failure modes, guardrails we built, and our hypotheses. We additionally evaluate our model over 13,200 Monte Carlo games against 11 synthetic opponent archetypes, an ablation of the opponent-modeling layer, and an extensive analysis of 9,337 live-game messages in which moral rhetoric framing in the persuasion setting is strongly correlated with whether the buyer purchased (hi^2=616.7, p approx 3.7imes10^{-132}), surviving controls for quality, round, and configuration.
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Source: arXiv cs.CL | 2026-10-28