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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/2309.04658/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/2309.04658/feed.xml" rel="self" type="application/rss+xml" /><item><title>Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf — mentioned by sabrina_ramonov</title><link>https://news.ycombinator.com/item?id=41045704</link><guid isPermaLink="false">urn:hackerpapers:mention:2309.04658:41045704</guid><pubDate>Tue, 23 Jul 2024 13:18:51 GMT</pubDate><description>&lt;p&gt;&amp;quot;This repository is the code for the paper &amp;quot;Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf&amp;quot;. In this paper, we explore the problem of how to engage large language models (LLMs) in communication games, and in response, propose a tuning-free framework. Our approach keeps LLMs frozen, and relies on the retrieval and reflection on past communications and experiences for improvement. An empirical study on the representative and widely-studied communication game, &amp;quot;Werewolf&amp;quot;, demonstrates that our framework can effectively play Werewolf game without tuning…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2309.04658/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.CL</category></item></channel></rss>
