Choosing LLMs for Strategic Agent Interactions
Arastun Mammadli, Herbert Woisetschläger, Jawad Fayaz, Shiqiang Wang
University of Exeter · IBM Research
Published October 13, 2026 · on the feed October 15, 2026 · ▲ 6 · arXiv 2610.18354
The abstract
Game-theoretic benchmarks claim that large language model (LLM) strategic decision-making varies across game types, interaction structures, and capability dimensions. However, they only evaluate strategic performance across individual fixed models. In parallel, contemporary LLM routers pick models under quality-cost trade-offs, but with no notion of a strategic structure. They do not account for an opponent that might be unknown, and that can adapt over time and shift the feedback signal. To address this, we extend the game-theoretic evaluations and define strategic selection as the meta game layered on top of the base game. In each round, a strategic selector fields an LLM from a portfolio of models to navigate a game payoff matrix that is latent and learned online. We find that the evaluation signal is game-specific, and that extracting a reliable signal requires a much higher number of seed runs N compared to traditional benchmarking setups. Evaluating across 5 games and 10 LLMs, we show a model's strategic competence varies significantly depending on the game setup and the opponent faced. Building on this, we implement a suite of selector methods and find that approaches that rely on query embeddings or LLM self-reflection do not consistently capture the underlying strategic signal. A lightweight multi-armed bandit algorithm performs more reliably across games, though it still falls short of the best fixed model. Finally, we show that simple non-stationary and adversarial bandit variants fail to outperform a stationary bandit baseline, pointing to a gap in how current methods handle a shifting opponent in strategic settings.
The Brief
2:55A short podcast summary of the paper. Written and voiced by AI.
Transcript
Choosing LLMs for Strategic Agent Interactions. By Arastun Mammadli and three others, from the University of Exeter and IBM Research. Published on the thirteenth of October. No code repository is linked to it.
Game-theoretic benchmarks claim that how well a large language model makes strategic decisions varies with the type of game, the structure of the interaction, and the capability being tested. But those benchmarks only score individual, fixed models, one at a time. They tell you how each model plays. They do not tell you how to choose among models when the choice itself is part of the game.
Meanwhile, a separate line of work has built LLM routers, which choose between models by trading quality against cost. Routers have no notion of strategic structure at all. They do not account for an opponent who might be unknown, and who can adapt over time and shift the very feedback signal the router is learning from. So two lines of work sit side by side, and neither covers the case where a model has to be picked against an adversary that is itself changing.
The authors extend game-theoretic evaluation to cover that missing case. They define strategic selection as a meta game, layered on top of the base game. In each round, a strategic selector fields one model from a portfolio of models. That model then has to navigate a game whose payoff matrix is latent, which means it is not given to anyone in advance and has to be learned online, round by round. What gets measured is how well the selector does over the course of play, not how well any single model does in isolation.
A first finding concerns the measurement itself. The evaluation signal turns out to be specific to each game, and extracting a reliable signal requires a much higher number of seed runs than traditional benchmarking setups use. A score drawn from only a few runs would not be one to trust.
The evaluation spans five games and ten models. On top of that, the authors implement a suite of selector methods: some that rely on query embeddings, some that rely on a model's self-reflection, and a lightweight multi-armed bandit. They also test simple non-stationary and adversarial variants of the bandit against a stationary bandit baseline, since a shifting opponent is the condition those variants are meant for.
A model's strategic competence varies significantly with the game setup and with the opponent it faces. No single model is simply the strategic one, which is exactly why selection becomes a real problem.
Among the selectors, the approaches built on query embeddings or on self-reflection do not consistently capture the underlying strategic signal. The lightweight multi-armed bandit performs more reliably across games, though it still falls short of the best fixed model. And the non-stationary and adversarial bandit variants fail to outperform the stationary baseline.
The result points to an open gap rather than a solution. Choosing which model to send into a game against an adaptive opponent is its own problem, distinct from ranking models and distinct from routing for cost. The methods tried here, including the ones designed for change, do not yet handle an opponent that moves.
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