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Nov 11

Easy2Hard-Bench: Standardized Difficulty Labels for Profiling LLM Performance and Generalization

While generalization over tasks from easy to hard is crucial to profile language models (LLMs), the datasets with fine-grained difficulty annotations for each problem across a broad range of complexity are still blank. Aiming to address this limitation, we present Easy2Hard-Bench, a consistently formatted collection of 6 benchmark datasets spanning various domains, such as mathematics and programming problems, chess puzzles, and reasoning questions. Each problem within these datasets is annotated with numerical difficulty scores. To systematically estimate problem difficulties, we collect abundant performance data on attempts to each problem by humans in the real world or LLMs on the prominent leaderboard. Leveraging the rich performance data, we apply well-established difficulty ranking systems, such as Item Response Theory (IRT) and Glicko-2 models, to uniformly assign numerical difficulty scores to problems. Moreover, datasets in Easy2Hard-Bench distinguish themselves from previous collections by a higher proportion of challenging problems. Through extensive experiments with six state-of-the-art LLMs, we provide a comprehensive analysis of their performance and generalization capabilities across varying levels of difficulty, with the aim of inspiring future research in LLM generalization. The datasets are available at https://huggingface.co/datasets/furonghuang-lab/Easy2Hard-Bench.

  • 11 authors
·
Sep 26, 2024

ChessQA: Evaluating Large Language Models for Chess Understanding

Chess provides an ideal testbed for evaluating the reasoning, modeling, and abstraction capabilities of large language models (LLMs), as it has well-defined structure and objective ground truth while admitting a wide spectrum of skill levels. However, existing evaluations of LLM ability in chess are ad hoc and narrow in scope, making it difficult to accurately measure LLM chess understanding and how it varies with scale, post-training methodologies, or architecture choices. We present ChessQA, a comprehensive benchmark that assesses LLM chess understanding across five task categories (Structural, Motifs, Short Tactics, Position Judgment, and Semantic), which approximately correspond to the ascending abstractions that players master as they accumulate chess knowledge, from understanding basic rules and learning tactical motifs to correctly calculating tactics, evaluating positions, and semantically describing high-level concepts. In this way, ChessQA captures a more comprehensive picture of chess ability and understanding, going significantly beyond the simple move quality evaluations done previously, and offers a controlled, consistent setting for diagnosis and comparison. Furthermore, ChessQA is inherently dynamic, with prompts, answer keys, and construction scripts that can evolve as models improve. Evaluating a range of contemporary LLMs, we find persistent weaknesses across all five categories and provide results and error analyses by category. We will release the code, periodically refreshed datasets, and a public leaderboard to support further research.

  • 3 authors
·
Oct 27

HardcoreLogic: Challenging Large Reasoning Models with Long-tail Logic Puzzle Games

Large Reasoning Models (LRMs) have demonstrated impressive performance on complex tasks, including logical puzzle games that require deriving solutions satisfying all constraints. However, whether they can flexibly apply appropriate rules to varying conditions, particularly when faced with non-canonical game variants, remains an open question. Existing corpora focus on popular puzzles like 9x9 Sudoku, risking overfitting to canonical formats and memorization of solution patterns, which can mask deficiencies in understanding novel rules or adapting strategies to new variants. To address this, we introduce HardcoreLogic, a challenging benchmark of over 5,000 puzzles across 10 games, designed to test the robustness of LRMs on the "long-tail" of logical games. HardcoreLogic systematically transforms canonical puzzles through three dimensions: Increased Complexity (IC), Uncommon Elements (UE), and Unsolvable Puzzles (UP), reducing reliance on shortcut memorization. Evaluations on a diverse set of LRMs reveal significant performance drops, even for models achieving top scores on existing benchmarks, indicating heavy reliance on memorized stereotypes. While increased complexity is the dominant source of difficulty, models also struggle with subtle rule variations that do not necessarily increase puzzle difficulty. Our systematic error analysis on solvable and unsolvable puzzles further highlights gaps in genuine reasoning. Overall, HardcoreLogic exposes the limitations of current LRMs and establishes a benchmark for advancing high-level logical reasoning.

  • 8 authors
·
Oct 14

An analytical framework for the Levine hats problem: new strategies, bounds and generalizations

We study the Levine hat problem, a classic combinatorial puzzle introduced by Lionel Levine in 2010. This problem involves a game in which n geq 2 players, each seeing an infinite stack of hats on each of their teammates' heads but not on their own, must simultaneously guess the index of a black hat on their own stack. If one of the players fails to do so, the team loses collectively. The players must therefore come up with a good strategy before the game starts. While the optimal winning probability V_{n} remains unknown even for n=2, we make three key advances. First, we develop a novel geometric framework for representing strategies through measurable functions, providing a new expression of V_{n} and a unified treatment of the game for finite and for infinite stacks via integral formulations. Secondly, we construct a new strategy K_{5} that reaches the conjectured optimal probability of victory : 0.35. We also show that K_{5} is part of a larger class of strategies that allow us to improve current bounds and resolve conjectured inequalities. Finally, we introduce and entirely solve a continuous generalization of the problem, demonstrating that extending to uncountable hat stacks increases the optimal winning probability to exactly 1/2. This generalization naturally leads to a broader and smoother strategic framework, within which we also describe how to compute optimal responses to a range of strategies.

  • 5 authors
·
Aug 3

Programming Puzzles

We introduce a new type of programming challenge called programming puzzles, as an objective and comprehensive evaluation of program synthesis, and release an open-source dataset of Python Programming Puzzles (P3). Each puzzle is defined by a short Python program f, and the goal is to find an input which makes f return True. The puzzles are objective in that each one is specified entirely by the source code of its verifier f, so evaluating f is all that is needed to test a candidate solution. They do not require an answer key or input/output examples, nor do they depend on natural language understanding. The dataset is comprehensive in that it spans problems of a range of difficulties and domains, ranging from trivial string manipulation problems, to classic programming puzzles (e.g., Tower of Hanoi), to interview/competitive-programming problems (e.g., dynamic programming), to longstanding open problems in algorithms and mathematics (e.g., factoring). We develop baseline enumerative program synthesis, GPT-3 and Codex solvers that are capable of solving puzzles -- even without access to any reference solutions -- by learning from their own past solutions. Codex performs best, solving up to 18% of 397 test problems with a single try and 80% of the problems with 1,000 tries per problem. In a small user study, we find a positive correlation between puzzle-solving performance and coding experience, and between the puzzle difficulty for humans and AI solvers. Therefore, further improvements on P3 could have a significant impact on many program synthesis areas.

  • 4 authors
·
Jun 10, 2021

PuzzleClone: An SMT-Powered Framework for Synthesizing Verifiable Data

High-quality mathematical and logical datasets with verifiable answers are essential for strengthening the reasoning capabilities of large language models (LLMs). While recent data augmentation techniques have facilitated the creation of large-scale benchmarks, existing LLM-generated datasets often suffer from limited reliability, diversity, and scalability. To address these challenges, we introduce PuzzleClone, a formal framework for synthesizing verifiable data at scale using Satisfiability Modulo Theories (SMT). Our approach features three key innovations: (1) encoding seed puzzles into structured logical specifications, (2) generating scalable variants through systematic variable and constraint randomization, and (3) ensuring validity via a reproduction mechanism. Applying PuzzleClone, we construct a curated benchmark comprising over 83K diverse and programmatically validated puzzles. The generated puzzles span a wide spectrum of difficulty and formats, posing significant challenges to current state-of-the-art models. We conduct post training (SFT and RL) on PuzzleClone datasets. Experimental results show that training on PuzzleClone yields substantial improvements not only on PuzzleClone testset but also on logic and mathematical benchmarks. Post training raises PuzzleClone average from 14.4 to 56.2 and delivers consistent improvements across 7 logic and mathematical benchmarks up to 12.5 absolute percentage points (AMC2023 from 52.5 to 65.0). Our code and data are available at https://github.com/puzzleclone.

  • 5 authors
·
Aug 20

Communication and Verification in LLM Agents towards Collaboration under Information Asymmetry

While Large Language Model (LLM) agents are often approached from the angle of action planning/generation to accomplish a goal (e.g., given by language descriptions), their abilities to collaborate with each other to achieve a joint goal are not well explored. To address this limitation, this paper studies LLM agents in task collaboration, particularly under the condition of information asymmetry, where agents have disparities in their knowledge and skills and need to work together to complete a shared task. We extend Einstein Puzzles, a classical symbolic puzzle, to a table-top game. In this game, two LLM agents must reason, communicate, and act to satisfy spatial and relational constraints required to solve the puzzle. We apply a fine-tuning-plus-verifier framework in which LLM agents are equipped with various communication strategies and verification signals from the environment. Empirical results highlight the critical importance of aligned communication, especially when agents possess both information-seeking and -providing capabilities. Interestingly, agents without communication can still achieve high task performance; however, further analysis reveals a lack of true rule understanding and lower trust from human evaluators. Instead, by integrating an environment-based verifier, we enhance agents' ability to comprehend task rules and complete tasks, promoting both safer and more interpretable collaboration in AI systems. https://github.com/Roihn/EinsteinPuzzles

  • 8 authors
·
Oct 29

Causal Language Modeling Can Elicit Search and Reasoning Capabilities on Logic Puzzles

Causal language modeling using the Transformer architecture has yielded remarkable capabilities in Large Language Models (LLMs) over the last few years. However, the extent to which fundamental search and reasoning capabilities emerged within LLMs remains a topic of ongoing debate. In this work, we study if causal language modeling can learn a complex task such as solving Sudoku puzzles. To solve a Sudoku, the model is first required to search over all empty cells of the puzzle to decide on a cell to fill and then apply an appropriate strategy to fill the decided cell. Sometimes, the application of a strategy only results in thinning down the possible values in a cell rather than concluding the exact value of the cell. In such cases, multiple strategies are applied one after the other to fill a single cell. We observe that Transformer models trained on this synthetic task can indeed learn to solve Sudokus (our model solves 94.21% of the puzzles fully correctly) when trained on a logical sequence of steps taken by a solver. We find that training Transformers with the logical sequence of steps is necessary and without such training, they fail to learn Sudoku. We also extend our analysis to Zebra puzzles (known as Einstein puzzles) and show that the model solves 92.04 % of the puzzles fully correctly. In addition, we study the internal representations of the trained Transformer and find that through linear probing, we can decode information about the set of possible values in any given cell from them, pointing to the presence of a strong reasoning engine implicit in the Transformer weights.

  • 4 authors
·
Sep 16, 2024

Step-by-Step Reasoning to Solve Grid Puzzles: Where do LLMs Falter?

Solving grid puzzles involves a significant amount of logical reasoning. Hence, it is a good domain to evaluate the reasoning capability of a model which can then guide us to improve the reasoning ability of models. However, most existing works evaluate only the final predicted answer of a puzzle, without delving into an in-depth analysis of the LLMs' reasoning chains (such as where they falter) or providing any finer metrics to evaluate them. Since LLMs may rely on simple heuristics or artifacts to predict the final answer, it is crucial to evaluate the generated reasoning chain beyond overall correctness measures, for accurately evaluating the reasoning abilities of LLMs. To this end, we first develop GridPuzzle, an evaluation dataset comprising 274 grid-based puzzles with different complexities. Second, we propose a new error taxonomy derived from manual analysis of reasoning chains from LLMs including GPT-4, Claude-3, Gemini, Mistral, and Llama-2. Then, we develop an LLM-based framework for large-scale subjective evaluation (i.e., identifying errors) and an objective metric, PuzzleEval, to evaluate the correctness of reasoning chains. Evaluating reasoning chains from LLMs leads to several interesting findings. We further show that existing prompting methods used for enhancing models' reasoning abilities do not improve performance on GridPuzzle. This highlights the importance of understanding fine-grained errors and presents a challenge for future research to enhance LLMs' puzzle-solving abilities by developing methods that address these errors. Data and source code are available at https://github.com/Mihir3009/GridPuzzle.

  • 8 authors
·
Jul 20, 2024

PuzzleWorld: A Benchmark for Multimodal, Open-Ended Reasoning in Puzzlehunts

Puzzlehunts are a genre of complex, multi-step puzzles lacking well-defined problem definitions. In contrast to conventional reasoning benchmarks consisting of tasks with clear instructions, puzzlehunts require models to discover the underlying problem structure from multimodal evidence and iterative reasoning, mirroring real-world domains such as scientific discovery, exploratory data analysis, or investigative problem-solving. Despite recent progress in foundation models, their performance on such open-ended settings remains largely untested. In this paper, we introduce PuzzleWorld, a large-scale benchmark of 667 puzzlehunt-style problems designed to assess step-by-step, open-ended, and creative multimodal reasoning. Each puzzle is annotated with the final solution, detailed reasoning traces, and cognitive skill labels, enabling holistic benchmarking and fine-grained diagnostic analysis. Most state-of-the-art models achieve only 1-2% final answer accuracy, with the best model solving only 14% of puzzles and reaching 40% stepwise accuracy. To demonstrate the value of our reasoning annotations, we show that fine-tuning a small model on reasoning traces improves stepwise reasoning from 4% to 11%, while training on final answers alone degrades performance to near zero. Our error analysis reveals that current models exhibit myopic reasoning, are bottlenecked by the limitations of language-based inference, and lack sketching capabilities crucial for visual and spatial reasoning. We release PuzzleWorld at https://github.com/MIT-MI/PuzzleWorld to support future work on building more general, open-ended, and creative reasoning systems.

  • 12 authors
·
Jun 6

Mastering Board Games by External and Internal Planning with Language Models

While large language models perform well on a range of complex tasks (e.g., text generation, question answering, summarization), robust multi-step planning and reasoning remains a considerable challenge for them. In this paper we show that search-based planning can significantly improve LLMs' playing strength across several board games (Chess, Fischer Random / Chess960, Connect Four, and Hex). We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external engine, and in internal search, the model directly generates in-context a linearized tree of potential futures and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, capturing the transition and value functions across these games. We find that our pre-training method minimizes hallucinations, as our model is highly accurate regarding state prediction and legal moves. Additionally, both internal and external search indeed improve win-rates against state-of-the-art bots, even reaching Grandmaster-level performance in chess while operating on a similar move count search budget per decision as human Grandmasters. The way we combine search with domain knowledge is not specific to board games, suggesting direct extensions into more general language model inference and training techniques.

  • 16 authors
·
Dec 2, 2024

Xiangqi-R1: Enhancing Spatial Strategic Reasoning in LLMs for Chinese Chess via Reinforcement Learning

Game playing has long served as a fundamental benchmark for evaluating Artificial General Intelligence (AGI). While Large Language Models (LLMs) have demonstrated impressive capabilities in general reasoning, their effectiveness in spatial strategic reasoning, which is critical for complex and fully observable board games, remains insufficiently explored. In this work, we adopt Chinese Chess (Xiangqi) as a challenging and rich testbed due to its intricate rules and spatial complexity. To advance LLMs' strategic competence in such environments, we propose a training framework tailored to Xiangqi, built upon a large-scale dataset of five million board-move pairs enhanced with expert annotations and engine evaluations. Building on this foundation, we introduce Xiangqi-R1, a 7B-parameter model trained in multi-stage manner: (1) fine-tuning for legal move prediction to capture basic spatial rules, (2) incorporating strategic annotations to improve decision-making, and (3) applying reinforcement learning via Group Relative Policy Optimization (GRPO) with multi-dimensional reward signals to enhance reasoning stability. Our Experimental results indicate that, despite their size and power, general-purpose LLMs struggle to achieve satisfactory performance in these tasks. Compared to general-purpose LLMs, Xiangqi-R1 greatly advances with an 18% rise in move legality and a 22% boost in analysis accuracy. Our results point to a promising path for creating general strategic intelligence in spatially complex areas.

  • 6 authors
·
Jul 16