Human-Agent Cooperation in Games under Incomplete Information through Natural Language Communication
Shenghui Chen, Daniel Fried, Ufuk Topcu
TL;DR
This work addresses cooperative planning between a human and an autonomous agent under incomplete information. It introduces a shared-control game built on Gnomes at Night and a language-driven pipeline that converts natural language into a compact flag representation to guide an asymmetric information-set Monte Carlo Tree Search (AISMCTS-F) planner. The approach combines a language module (LLM-based) with a planning module to produce flag-based policies and exchange, enabling more efficient human-agent cooperation, as demonstrated by human-subject experiments showing fewer turns and competitive completion times compared to a mute agent, though still short of human-human performance. Key contributions include the formulation of cooperative policy synthesis under private transitions, the AISMCTS-F algorithm with hidden information tracking, and empirical evidence that NL communication narrows information gaps in real-time collaboration. The results highlight the potential of natural language interfaces to enhance human-agent teamwork in settings with incomplete information and pave the way for richer intent representations and longer-horizon coordination.
Abstract
Developing autonomous agents that can strategize and cooperate with humans under information asymmetry is challenging without effective communication in natural language. We introduce a shared-control game, where two players collectively control a token in alternating turns to achieve a common objective under incomplete information. We formulate a policy synthesis problem for an autonomous agent in this game with a human as the other player. To solve this problem, we propose a communication-based approach comprising a language module and a planning module. The language module translates natural language messages into and from a finite set of flags, a compact representation defined to capture player intents. The planning module leverages these flags to compute a policy using an asymmetric information-set Monte Carlo tree search with flag exchange algorithm we present. We evaluate the effectiveness of this approach in a testbed based on Gnomes at Night, a search-and-find maze board game. Results of human subject experiments show that communication narrows the information gap between players and enhances human-agent cooperation efficiency with fewer turns.
