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Measuring General Intelligence with Generated Games (arxiv.org)
1 point by jonbaer on May 21, 2025 | hide | past | pdf | discuss on HN

In plain words: An AI invents new games, writes their rules and code, then trains opponents by playing them against itself; language models are scored on how often they beat those opponents. Reasoning-focused models won 31-36% of games, versus 7-9% for other top models.

Abstract

We present gg-bench, a collection of game environments designed to evaluate general reasoning capabilities in language models. Unlike most static benchmarks, gg-bench is a data generating process where new evaluation instances can be generated at will. In particular, gg-bench is synthetically generated by (1) using a large language model (LLM) to generate natural language descriptions of novel games, (2) using the LLM to implement each game in code as a Gym environment, and (3) training reinforcement learning (RL) agents via self-play on the generated games. We evaluate language models by their winrate against these RL agents by prompting models with the game description, current board state, and a list of valid moves, after which models output the moves they wish to take. gg-bench is challenging: state-of-the-art LLMs such as GPT-4o and Claude 3.7 Sonnet achieve winrates of 7-9% on gg-bench using in-context learning, while reasoning models such as o1, o3-mini and DeepSeek-R1 achieve average winrates of 31-36%. We release the generated games, data generation process, and evaluation code in order to support future modeling work and expansion of our benchmark.

Vivek Verma, David Huang, William Chen, Dan Klein, Nicholas Tomlin
arXiv:2505.07215 · cs.AI · submitted May 12, 2025
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