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GameSmith2 min read

GameSmith: Scaling Zero-Sum Self-Play with Synthesised Games

Post-training large language models (LLMs) on two-player zero-sum games provides a verifiable reward, and the gains have been shown to transfer to general reasoning.

By Weixian Waylon Li, Jiaxin Zhang, Han Zhou, Chengzu Li, Ke Wang, Fengxiang He, Yiwen GuoarXiv cs.LG

This paper introduces GameSmith, a method for scaling zero-sum self-play in large language models (LLMs) through synthesized games, improving general reasoning capabilities.

What happened

The authors developed GameSmith, an approach that synthesizes two-player zero-sum games using templates, verifies them through multiple methods, and uses these games to train LLMs via self-play reinforcement learning with the CRAB advantage estimator. The method demonstrated improved performance on reasoning benchmarks compared to existing approaches.

Why it matters

This research advances AI training methodologies by creating scalable, verifiable game environments for self-play, which can enhance general reasoning capabilities in language models. The approach addresses limitations in existing game-based training pipelines.

  • Synthesized game environments can scale zero-sum self-play training
  • Verification processes improve reliability of generated games
  • CRAB advantage estimator enhances reinforcement learning performance
  • Model distillation improves efficiency without significant performance loss
  • Increasing game diversity improves transfer learning effectiveness

The bigger picture

The method enables more efficient and scalable training of LLMs through game-based self-play, potentially improving reasoning capabilities across various AI applications. The verification process increases reliability of training environments.

GameSmith presents a scalable framework for generating and verifying zero-sum games to train LLMs through self-play, demonstrating improved reasoning capabilities through both distillation and reinforcement learning techniques.

Technical details

  • Game synthesis using templates with fixed code components
  • Seed-paired replay verification method
  • CRAB advantage estimator with shrinkage-based return estimation
  • Model distillation from Qwen3-32B to Qwen3-4B-Base
  • Multiple game variant generation (encoding, rule, size)

FAQ

What is GameSmith?

GameSmith is a method for generating and verifying two-player zero-sum games to scale self-play training for large language models.

How are games verified in this approach?

Games are verified through seed-paired replay and independent re-implementation of their specifications.

What is the CRAB advantage estimator?

CRAB is an advantage estimator that credits decisions against a shrinkage estimate of expected return, defined for all game variants.

What performance improvements were achieved?

Distillation raised the 13-benchmark mean pass@1 score from 45.5 to 62.5, with self-play reaching 64.9.

How many game variants were created?

The method generated 26 new games across 29 families and 336 verified variants from three SPIRAL templates.

This summary and analysis were generated with AI from the original article and may contain errors. Read the original for the full story.

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Originally published by arXiv cs.LG on Oct 14, 2026.

Read on arXiv cs.LG(opens in a new tab)

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