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Evaluating Interactive Reasoning in Large Language Models: A Hierarchical Benchmark with Executable Games

This paper introduces a hierarchical benchmark of 474 executable games that evaluates large language models' interactive reasoning capabilities by requiring them to actively acquire evidence and update beliefs, revealing significant performance gaps in efficiency, contextual robustness, and metacognitive adaptation across frontier models.

Original authors: Mingyuan Fan, Weiguang Han, Daixin Wang, Cen Chen, Zhiqiang Zhang, Jun Zhou

Published 2026-06-02
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Original authors: Mingyuan Fan, Weiguang Han, Daixin Wang, Cen Chen, Zhiqiang Zhang, Jun Zhou

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are playing a mystery game where you have to find a hidden treasure. In most tests for AI today, the game master hands you a map with the treasure's location already marked and asks, "Where is the treasure?" The AI just has to read the map and say the answer. This is like a static test: the AI gets all the information at once and has to solve it in one go.

But in the real world, we don't get the whole map at once. We have to ask questions, look around, and piece things together as we go.

This paper introduces a new way to test AI called Interactive Reasoning. Instead of giving the AI a full map, the researchers created a "black box" game. The AI only knows the rules of the game. It has to:

  1. Ask specific questions to the game (like, "Is the key under the rug?").
  2. Listen to the answers.
  3. Update its beliefs based on what it learns.
  4. Decide when it knows enough to guess the final answer.

The "Game Board"

To make sure the AI isn't just memorizing facts or using its general knowledge (like knowing that "cats have tails"), the researchers built the games using simple, abstract building blocks:

  • Sets (groups of items),
  • Sequences (lists),
  • Trees (branching structures), and
  • Graphs (networks of connections).

They created 474 different games using these blocks, ranging from easy puzzles to very hard ones. This ensures the test is measuring the AI's logic, not its memory of Wikipedia articles.

The "Stress Tests"

The researchers didn't just stop at seeing if the AI could solve the puzzle. They added two special "stress tests" to see how robust the AI's thinking really is:

1. The "Distractor" Test (Contextual Robustness)
Imagine you are solving a puzzle, but the game master suddenly starts talking about the weather, or describes the "red key" as a "crimson, shiny object" instead of just a "red key."

  • The Test: They added extra, useless words or changed the names of things (e.g., calling a "node" a "patient" in a hospital story) without changing the actual logic.
  • The Result: Many AIs got confused. They struggled to ignore the "noise" and stick to the core logic, showing they are easily distracted by how things are described rather than what they actually are.

2. The "Change of Heart" Test (Metacognitive Adaptation)
Imagine you are solving a puzzle, and you are 90% sure of the answer. Suddenly, the game master says, "Wait, I made a mistake earlier. The key is actually blue, not red."

  • The Test: The AI has to take back its old conclusion, update its thinking, and start over with the new information.
  • The Result: This was very hard for the AIs. When the evidence changed, many models failed to update their beliefs correctly. They kept trying to solve the puzzle based on the old (wrong) information, like a person who refuses to admit they took a wrong turn.

What They Found

The researchers tested several of the smartest AI models available today. Here is what they discovered:

  • They can play, but not efficiently: Some AIs solved the games, but they took a huge number of questions (turns) to do it. Others were fast but made mistakes. The best models were both accurate and efficient.
  • Logic types matter: AIs were great at deductive reasoning (if A is true, then B must be true). They were much worse at inductive (guessing the pattern) and abductive (finding the best explanation) reasoning.
  • The "Set" problem: Games involving simple "sets" of items were surprisingly harder than complex "trees" or "graphs." It seems AIs struggle to keep track of unordered groups of things in their "mind."
  • The "Necessity" Gap: When asked to identify which pieces of information were actually necessary to solve the puzzle (and which were just extra), the AIs often threw away the wrong pieces. They could use the evidence when it was right in front of them, but they couldn't tell which evidence was truly essential.

The Bottom Line

This paper shows that while modern AI is getting better at solving puzzles step-by-step, it still struggles with flexibility. It's good at following a straight line of logic, but if you change the scenery, add noise, or correct a mistake halfway through, the AI often gets stuck or confused. It's like a very smart detective who can solve a case if the clues are perfect, but falls apart if the witness changes their story.

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