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Beyond What to Say: Proactive Utterance Timing with Inner Thoughts for Werewolf Agents

Researchers introduced Adversarial Inner Thoughts, a redesigned version of the Inner Thoughts framework that lets an LLM agent decide when to speak, not just what to say, in the Werewolf game, according to arXiv paper 2610.32107v1. The agent was built for the Anytime Utterance Track of the AIWolfDial shared task, adapting the original framework — which generates internal thoughts and evaluates each thought's value for expression at that moment — to Werewolf's competitive, incomplete-information setting. The authors report experiments analyzing self-play logs and human evaluations to assess the approach's effectiveness.

by read1 min views3 publishedOct 26, 2026

arXiv:2610.32107v1 Announce Type: new Abstract: Participating in a conversation involves not only deciding what to say but also whether to speak at all. This judgment carries even greater significance in environments like the Werewolf game, where participants' interests conflict, because both utterances and silence are subject to interpretation and assessment by others. Therefore, determining when to speak, as well as what to say, is crucial for an LLM agent playing the Werewolf game. In this study, we introduce a Werewolf AI agent developed for the Anytime Utterance Track of the AIWolfDial shared task. Our system builds on the existing Inner Thoughts framework, which determines utterance timing during conversations by generating internal thoughts and evaluating the value of each thought for expression at that moment. Since existing methods were designed for general dialogue, we have redesigned the system specifically for the competitive environment and incomplete information setting of Werewolf games. We call our adapted method Adversarial Inner Thoughts. Through experiments involving analysis of self-play logs and human evaluations, we analyze and discuss the effectiveness of our approach.

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