Investigating Knowledge Transfer Across Interactive Dialogue Games
This paper investigates knowledge transfer across interactive dialogue games by analyzing finetuned LLMs on the Clembench suite, revealing that visuospatial exploration games transfer best while similarity-based task vectors fail to capture complex transferability patterns.
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
In the vast landscape of artificial intelligence, researchers have long relied on static tests to measure how well a computer understands language. These tests are like multiple-choice exams, where a model selects the right answer from a list. But real conversation is rarely a test; it is a dynamic, back-and-forth exchange where people must work together to solve problems, follow rules, and achieve goals. To bridge this gap, scientists have turned to "dialogue games." These are structured scenarios where an artificial intelligence must use language to navigate a situation, such as guessing a word based on clues or guiding a partner through a virtual maze. The central question driving recent research is not just whether a model can win a single game, but whether the skills it learns in one game can help it win others. If a machine learns to navigate a complex maze, does that make it better at guessing words? Or are these skills entirely separate?
A team of researchers set out to map these connections by treating dialogue games as a laboratory for learning. They began with a collection of seventeen different games, ranging from word-based puzzles like "Taboo," where players must describe a word without using forbidden terms, to spatial challenges like "Adventure Game," where a player must explore a virtual environment and move objects to reach a goal. They divided these games into two broad families: those that rely on verbal reasoning and those that require visuospatial thinking, such as understanding grids and physical layouts. The researchers then took a large language model and trained it specifically on each of these games, one by one. This process created a series of specialized experts, each an expert in a single game but potentially carrying hidden knowledge that could help with the others.
To see how this knowledge moved between games, the team ran a massive series of experiments. They took a model trained on one game and tested it on all the others to see if its performance improved. They discovered that the transfer of knowledge was not random; it followed a clear pattern. The most surprising finding was that the games involving spatial reasoning were the most generous teachers. A model trained to navigate a virtual world or draw a grid based on instructions showed a remarkable ability to improve its performance on purely verbal games. For instance, the skills learned in an exploration game helped a model play "Taboo" better, even though the two games seem completely different on the surface. In contrast, training on a verbal game rarely helped a model with a spatial task. The researchers found that the spatial family of games provided a kind of universal foundation, teaching the model versatile skills like planning and strategy that could be applied anywhere.
The team also looked for a simpler way to predict these results without having to play the games over and over. They examined the internal "weights" of the models—the mathematical adjustments made during training—to see if games that helped each other looked similar inside the computer's brain. They hoped that if two games were related, the changes to the model's internal structure would be similar, like two fingerprints matching. However, this approach failed to predict the results. They found that while models trained on the same game with different roles (like a clue-giver versus a guesser) did look similar internally, this similarity did not tell them whether one game would help the other. Two games could look very similar inside the model's brain but still offer no help to each other when played. Conversely, games that looked quite different internally could still provide a massive boost in performance.
This suggests that the true measure of how one game helps another is not found in the static structure of the model, but in the act of playing. The researchers concluded that while we can see what a model has learned by looking at its internal changes, we cannot predict how that learning will transfer to a new task without actually testing it. The study highlights that dialogue games require complex, layered skills that are instantiated in different ways. Some games, particularly those involving spatial reasoning, act as powerful training grounds that build a flexible intelligence capable of tackling a wide variety of challenges. Others are more specialized, offering little help outside their own narrow domain. By mapping these relationships, the researchers have provided a clearer picture of how artificial intelligence learns to think, showing that the path to a more capable model may lie in teaching it to navigate the world, not just to speak about it.
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