# Strategy Adaptation in Large Language Model Werewolf Agents

arXiv: https://arxiv.org/abs/2507.12732 · HTML: https://mlsanity.com/paper/2507.12732/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 4 of its 8 references that are in the map.
- First posted on arXiv 17 Jul 2025.

## Builds on (most cited first, 4 of 4)

- [Large Language Models Fail on Trivial Alterations to Theory-of-Mind Tasks](https://mlsanity.com/paper/2302.08399/) (2023)
- [Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf](https://mlsanity.com/paper/2309.04658/) (2023)
- [Language Agents with Reinforcement Learning for Strategic Play in the Werewolf Game](https://mlsanity.com/paper/2310.18940/) (2023)
- [Werewolf Arena: A Case Study in LLM Evaluation via Social Deduction](https://mlsanity.com/paper/2407.13943/) (2024)

## Built on by (most cited first, 2 of 2)

- [Deceive, Detect, and Disclose: Large Language Models Play Mini-Mafia](https://mlsanity.com/paper/2509.23023/) (2025)
- [Shall We Play a Game? Language Models for Open-ended Wargames](https://mlsanity.com/paper/2509.17192/) (2025)

## Abstract (arXiv)

This study proposes a method to improve the performance of Werewolf agents by switching between predefined strategies based on the attitudes of other players and the context of conversations. While prior works of Werewolf agents using prompt engineering have employed methods where effective strategies are implicitly defined, they cannot adapt to changing situations. In this research, we propose a method that explicitly selects an appropriate strategy based on the game context and the estimated roles of other players. We compare the strategy adaptation Werewolf agents with baseline agents using implicit or fixed strategies and verify the effectiveness of our proposed method.
